Game Projects

A collection of games developed during my journey

From Arduino-controlled co-op adventures to retro gaming tributes and innovative gameplay mechanics.

Co-Op Cosmonaut

Co-Op Cosmonaut Character

Arduino-Controlled Space Adventure

A unique cooperative space exploration game that combines digital gameplay with physical Arduino controllers. Players work together using custom hardware interfaces to navigate their cosmonauts through challenging space environments.

Platform

Unity + Arduino

Players

2 Player Co-op

Genre

Space Exploration

Hardware

Custom Controllers

Game Design Framework

Mechanics

Core movement mechanic where each player controls one thruster of a shared jetpack. Simple click-to-boost system prevents overwhelming complexity and focuses on cooperative coordination.

  • • Dual-thruster jetpack control
  • • Physics-based movement
  • • Obstacle collision system
  • • Height-based scoring

Dynamics

Cooperative dynamics emerge from shared control creating communication requirements. Unity's physics system adds unpredictability, making each attempt unique and challenging.

  • • Forced cooperation through shared control
  • • Physics-based unpredictability
  • • Communication-dependent success
  • • Competitive high-score motivation

Aesthetics

Targets Fellowship (social cooperation), Challenge (high-score competition), and Submission (casual pick-up-and-play). Designed for quick sessions in educational environments.

  • Fellowship: Cooperative gameplay
  • Challenge: Skill-based progression
  • Submission: Casual accessibility

Technical Innovation

Arduino to Unity Communication

Arduino-Unity Integration

Uses the “Ardity” Unity asset for Arduino serial communication. Custom C++ code handles button press detection and sends single-byte signals (1 for yellow, 2 for red) to prevent input queue overflow.

Solution: Button release detection prevents input spam and maintains responsive controls
Physical Controller Setup

Physical Interface Design

Color-coded buttons (red/yellow) match jetpack thruster colors and are positioned to correspond with their on-screen counterparts. Physical separation encourages two-player cooperation.

Affordance: Visual and spatial cues guide players to understand controls intuitively

Iterative Design Process

Three Jetpack Control Iterations

Version 1: Click to Boost

Each button press gives a single thrust impulse. Requires active coordination and communication.

✓ Selected - Best for cooperation
Version 2: Hold to Fly

Continuous thrust while holding buttons. Made game too easy and reduced cooperation.

✗ Too easy, encourages solo play
Version 3: Cooldown System

Limited thrust duration with recharge periods. Added complexity without improving cooperation.

✗ Too complex for target audience

Testing Method: Quick and dirty user testing with rapid prototyping to validate design decisions

Interaction Design Theory

Affordances & Signifiers

No tutorial needed - the game teaches itself through visual and interaction design. Players naturally understand goals and controls through carefully designed signifiers.

  • Vertical screen: Signals upward movement goal
  • Color matching: Buttons match thruster colors
  • Spatial layout: Button positions correspond to thrusters
  • “Height Score”: Cognitive cue about the objective

Feedback Systems

Multiple feedback mechanisms confirm player actions and provide immediate response to input, creating satisfying interaction loops.

  • Visual: Particle effects from thrusters
  • Physical: Character movement response
  • Audio: Sound effects on thruster activation
  • Cooldown: Visual cues prevent button spam

Arcade Machine Concept

Wall-Mounted Design

Designed for the Science building at VID gymnasium as a space-saving wall installation. Featured separated buttons to encourage two-player cooperation and rounded edges to match the building's architectural style.

  • • Space-efficient wall mounting
  • • 21” vertical screen orientation
  • • Separated button placement
  • • Rounded edges for architectural harmony

Educational Integration

Specifically designed for educational environments where students need quick, engaging activities during breaks. The simple pick-up-and-play nature fits perfectly with classroom scheduling.

  • • Quick session gameplay
  • • No tutorial required
  • • Cooperative learning experience
  • • High score motivation

Game Features

🚀

Jetpack Physics

Realistic space movement with jetpack controls and momentum-based navigation

🤝

Cooperative Gameplay

Two players must work together to overcome obstacles and reach objectives

🎮

Hardware Integration

Physical buttons control in-game actions through Arduino serial communication

Tari 2.0

Horror Hidden in Nostalgia

What appears to be an innocent retro gaming console harbors dark secrets. Tari 2.0 masterfully blends nostalgic 1980s gaming aesthetics with psychological horror, using glitches, error codes, and hidden messages to tell a disturbing story that unfolds as players experience “technical difficulties.”

Genre

Psychological Horror

Style

Retro Gaming Facade

Era

1980s Aesthetic

Platform

Unity Engine

Error: Do not use Tari 2.0 as a toaster!
Warning messages are just the beginning...

Tari 2.0 Cover

The Horror Beneath

Error Decoder System

The game features an intricate error code system that appears to be technical documentation but reveals a dark narrative. Error codes like 1234x45 and cryptic messages guide players through a hidden story of malfunction and decay.

String and numbers
5080x0v - Security breach
1337xX3 - Missing Texture
8412xL6 - Missing GameModels

Glitch Narrative

What starts as innocent retro games gradually breaks down through intentional glitches, corrupted graphics, and error messages that tell a story of something gone terribly wrong within the system itself.

IKJN - Press button
LKNA - Hold button
MASK - SpaceBar
CODZ - Times 3

Corrupted Game Collection

🏓

Flip Flop

Classic table tennis that slowly corrupts as errors mount

👾

Alien Defenders

Fight the Zog-7-11 race as reality begins to unravel

🐸

FrogCross

Help Froggy escape “certain death” - a phrase that grows ominous

🐦

Birdtapper

Save your children - but from what exactly?

Ballsmash

Break blocks as the system breaks down around you

Error Decoder

The final “game” - decode the truth behind the glitches

Hidden Message

Those who look closely at the back cover may find:

7-49

What does it mean? The answer lies in the glitches...

Backstab Ballad

Medieval Party Mayhem

A thrilling local multiplayer party game where 4 players sit together in the same room, each controlling a character hidden among a bustling crowd of NPCs in a medieval village. Hunt down your friends, blend in with the crowd, and be the last one standing in this intense game of hide-and-seek meets assassination.

Players

4 Local Multiplayer

Setting

Medieval Village

Genre

Party Game

Objective

Last One Standing

Perfect for: Game nights, parties, and friends looking for intense local multiplayer action!

Backstab Ballad Medieval Village

Village Layout

Village Map Plan

Strategic Layout

The village is carefully designed with multiple districts - City, Market, Park, and Farm areas - each offering unique hiding spots and strategic advantages. Players must learn the layout to master the art of blending in and striking at the perfect moment.

Rendered Village

Living World

The medieval village comes alive with NPCs going about their daily routines. Market vendors, farmers, and townsfolk create the perfect cover for players to hide among. The beautiful 3D environment adds immersion to the tense gameplay.

Technical Innovation

Advanced NavMesh System

Built using Unity's NavMesh technology with intelligent NPC agents that navigate the medieval village using A* pathfinding. The system includes NavMesh obstacles that dynamically separate the map into quadrants at game start, ensuring fair player positioning.

Smart Separation: Invisible obstacles divide the map initially, removed when gameplay begins

Unity's New Input System

Implemented using Unity's preview Input System for seamless controller support. Features modular player handling with up to 4 Xbox controllers, each assigned to individual player GameObjects for clean separation of player input.

Controller Vibration: Distance-based haptic feedback helps players sense nearby opponents

Intelligent Character Design

4 Unique NPC Types

Each character type corresponds to a controller button and features distinctive head equipment for easy identification from the top-down perspective. Designed using Synty Studio assets with careful attention to visual clarity and memorability.

  • Armored Male: Heavy helmet and sword
  • Armored Female: Light helm and blade
  • Civilian Male: Simple cap and dagger
  • Civilian Female: Hood and knife

Mixamo Animation System

Professional motion-capture animations from Adobe Mixamo provide smooth character movement. Features 4 core animation states with seamless transitions for immersive gameplay.

  • Idle: Standing naturally in crowds
  • Walking: Moving through the village
  • Attack: Sword strike animation
  • Death: Final elimination sequence

Core Gameplay Loop

🎯

Character Selection

Each player chooses an NPC in their quadrant using controller buttons

👥

Blend & Hide

Seamlessly take control and move naturally among AI-controlled NPCs

🔍

Hunt & Identify

Spot player-controlled characters through behavioral observation

⚔️

Strike & Survive

Execute opponents with sword strikes and be the last one standing

Controller Vibration System

Innovative haptic feedback system where controllers vibrate like a heartbeat when near opponents. The intensity and frequency increase as players get closer, creating tension without visual cues.

Technical: Modular distance-based vibration using Vector4 arrays for designer control

Seamless Player Takeover

When players select an NPC, the system invisibly transfers control without visual changes. Scripts are swapped and PlayerBody references redirect to maintain the illusion of a living world.

Result: Opponents can't tell which NPCs are player-controlled

Performance Optimization

The game uses a mixed lighting system combining baked lighting for static elements (torches, candles) with real-time lighting for the sun to create dynamic character shadows. This optimization improved frame rate from 55-60 FPS to over 200 FPS on high-end hardware.

Baked Lighting: Pre-calculated static shadows
Real-time Sun: Dynamic character shadows
Unity Profiler: Performance analysis and optimization

Shoot N Scoot

Revolutionary FPS Mechanics

A groundbreaking twist on the FPS genre where players don't shoot AT each other - they shoot AWAY from each other! Use weapon recoil as propulsion to launch yourself at opponents and break through their holographic shields. This innovative “propulsion-based combat” completely reimagines what an FPS can be.

Genre

Arena FPS Reimagined

Players

2-Player Multiplayer

Platform

Unity Engine

Win Condition

First to 5 Rounds

Innovation: Movement becomes the offensive tool while shooting becomes defensive positioning

Shoot N Scoot Arena Map

Revolutionary Game Concept

The Twist: Recoil as Propulsion

Traditional FPS logic says “shoot the enemy.” Shoot N Scoot says “shoot to move.” Players control robot drones equipped with holographic shields that block direct attacks. Victory comes from using weapon recoil to build up momentum and ram through opponent shields.

  • No Direct Shooting: Bullets can't penetrate shields
  • Physics-Based Combat: Mass and velocity determine damage
  • Momentum Strategy: Build speed to break shields
  • Positional Gameplay: Use recoil for tactical movement
Robot Drone Character Design

Robot Drone Design

Spherical robot drones designed for rolling physics and 360-degree combat. The simple, geometric design ensures clear visual communication and predictable physics behavior essential for competitive gameplay.

Strategic Weapon Arsenal

Weapon Selection Interface

Primary Weapons

Each weapon offers unique propulsion characteristics and strategic advantages. Choose your loadout before each round to adapt to your opponent's playstyle.

Secondary Equipment

Support tools that enhance primary weapons without adding offensive capability. Create 25 unique combinations for diverse strategic approaches.

  • Mirror: Rearview for tactical awareness
  • Stun Gun: Temporarily disable opponents
  • Push: Defensive knockback tool
  • Extra Chance: Survive one fatal hit
Minigun

High rate of fire with spin-up mechanics. Massive ammo capacity with long reload. Encourages chaotic, high-mobility gameplay.

🎯
Charge Sniper

Three-charge system for precision strikes. More charges = more propulsion force. Rewards calculated, strategic play.

💥
RPG

Explosive projectiles with area knockback. Only weapon that can directly affect opponents. Single shot with massive impact.

🔥
Beam Cannon

Continuous laser with overheat mechanics. Infinite ammo until thermal limit. Strategic heat management required.

📢
Shotgun

Beginner-friendly balanced weapon. Medium ammo, forgiving mechanics. Best starting weapon, but limited advanced potential.

🔧
Pistol Control

Secondary weapon providing precise directional control. Small recoil bursts for fine-tuned positioning adjustments.

Multi-Level Arena Combat

Arena Level Design

Strategic Level Design

Multi-tiered arena with varying elevation levels (1-5 height categories). Vertical gameplay encourages diverse tactical approaches and weapon synergies.

Gameplay Flow

Round-based combat where players spawn on opposite sides, select weapons, and engage in physics-based aerial combat. First to 5 round victories wins the match.

  • Round Start: Weapon selection phase
  • Combat: Propulsion-based movement
  • Victory: Ram through opponent's shield
  • Reset: New round with fresh loadouts

Technical Excellence

🎮

Split-Screen Multiplayer

Local multiplayer implementation with multiple camera systems and UI separation for competitive couch gaming.

⚙️

Physics-Based Combat

Advanced Unity physics implementation with momentum calculation, collision detection, and shield penetration mechanics.

🎨

Post-Processing Pipeline

Professional visual effects with depth of field, bloom, ambient occlusion, and screen space reflections.

“Game in New Clothes” Achievement

Shoot N Scoot successfully reinvents the FPS genre by inverting core assumptions. Instead of shooting enemies, players shoot for movement. Instead of avoiding damage, players seek collision. This fundamental mechanic shift creates an entirely new skill ceiling and strategic depth within familiar FPS frameworks.

Traditional FPS: Aim at enemies, avoid damage, use cover defensively
Shoot N Scoot: Aim for propulsion, seek collision, use momentum offensively

Dungeon Run

Asymmetric Multiplayer Mayhem

The ultimate party game where 4 brave adventurers face off against 1 cunning Dungeon Master! Runners must escape deadly dungeons while the DM unleashes strategic trap combinations to stop them. This asymmetric multiplayer experience creates intense cat-and-mouse gameplay perfect for groups of friends.

Players

4 Runners vs 1 DM

Genre

Asymmetric Party Game

Art Style

90s Arcade 64-bit

Target Age

17-25 Years

Tagline: “Escape the Dungeon before the Dungeon Master kills you™”

Dungeon Run Gameplay

Technical Innovation: Custom Animation System

Multiplayer Animation Challenge

Building a tile-based multiplayer game in Unity presented unique challenges. The team had to create an entirely custom animation system from the ground up to handle networked character animations, ensuring all 5 players see synchronized movement across the dungeon grid.

  • Animation Packets: Custom data structures for network sync
  • Tile-Based Movement: Grid-locked character positioning
  • State Synchronization: 5-player real-time coordination
  • Custom Pipeline: Built entirely from scratch in Unity

Network Architecture

The system handles complex interactions between player movement, trap animations, and DM actions while maintaining perfect synchronization across all clients. This ensures fair gameplay where every player sees the same deadly trap timings.

  • Real-time Sync: Critical for trap timing fairness
  • Animation Buffering: Smooth movement interpolation
  • State Prediction: Reduced network latency impact
  • Error Correction: Maintains game state integrity

Two Games in One

Dungeon Runner Character

Dungeon Runners (4 Players)

Team-based cooperative gameplay where players must work together to survive the dungeon. Each runner has unique equipment loadouts and must coordinate with teammates to overcome deadly obstacles.

  • Health System: 3 HP with 1.5s invincibility frames
  • Equipment Loadouts: Roll, Sprint, Armor, Medkit
  • Team Coordination: Shared healing and rescue mechanics
  • Strategic Movement: Deliberate pacing prevents trap rushing
Dungeon Master Interface

Dungeon Master (1 Player)

RTS-style strategic gameplay where the DM places and activates traps to eliminate runners. Manage a point economy while creating deadly trap combinations and timing activations perfectly.

  • Resource Management: 500-point trap budget system
  • Strategic Camera: Full map overview with zoom controls
  • Trap Synergy: Combine different trap types for maximum effect
  • Timing Mastery: Manual and automatic trap activation

Deadly Trap Arsenal

Automatic Traps

Spike Trap (10 points)

Hidden trap that pops up when stepped on. 3-second intervals, 1 damage.

Flamethrower (20 points)

Wall-mounted fire trap. 4-tile range, ignites for 2.5 seconds.

Spinning Saws (20 points)

Slow-moving blade line. 4-tile length, continuous 20-second operation.

Manual Traps

Swinging Blade (30 points)

DM-activated instant death trap. 2 damage center, 1 damage edge.

Spike Launcher

Fires ring of spikes. 3 rounds every 2 seconds, 10-second reload.

Spike Pit (5 points)

Visible permanent hazard. Cheap area denial tool.

Strategic Depth

DMs must balance cost-effectiveness with lethality, creating trap combinations that force difficult decisions. Hidden traps become visible briefly before activation, giving skilled runners split-second reaction windows.

Designed for Maximum Fun

🎯

Killer Players

Satisfies competitive players who love outsmarting opponents through skill and strategy.

👥

Socializers

Perfect for groups of friends wanting casual fun with laughs and memorable moments.

⚖️

Fair Play

Carefully balanced to ensure both runners and DM have equal chances of victory.

🎪

Party Focus

Built specifically for Discord groups and friend parties seeking engaging multiplayer experiences.

Core Design Pillars

Fun Party Game: Social experiences that bring friends together
Bloody Mess: Satisfying trap eliminations with visual impact
Trapped: Constant tension and danger around every corner
Chaos: Unpredictable moments that create legendary stories