
An on-going collaboration with a famous YouTube content creator on creating a first-person action RPG PC/consoles videogame. The project is confidential.
Impact:
- Architected and refactored the core combat system using C# and .NET, implementing advanced design patterns which improved average FPS by 20%.
- Lead a cross-functional team of developers and artists to integrate Parkour and Quest systems, resolving inter-system dependencies and optimizing runtime stability, laying the groundwork for advanced enemy AI and behavioral systems, helping the project to reach an MVP state to request further funding from publishers.
Tech stack
Unity 6 | C# | .NET | VSCode | Git | Jira | DoTween | Unity Profiler | Ink
What I did
Combat System Base – Designed and developed a core of combat system, including bi-directional interaction between player combat actions and in-game enemies.
Enemy AI – Designed the architecture to support future implementation of advanced Enemy AI and Behavior Trees which ensured comfortable and well-coordinated work on code for more than 5 software developers in team.
Parkour System – Assisted other software developers in fixing bugs in parkour system.
Player Locomotion – Contributed to the main character pool of moves by adding dodge, lunge, punch after parry and slide.
Inventory – Revived legacy inventory system to work with current code and interact properly with the Quests and Dialogue systems.
Design patterns
- Facade (orchestration of smaller combat-related subsystems).
- Observer (for comfortable object communication).
- State Machines (comfortable enemy and player state management).
- Factory (separate place for VFX instantiation).
- Event Bus (better control on events for certain entities).
- Object Pooling (optimization).
Key decisions
- Using state machines of various complexity depending on the entity state count.
- Switched from HDRP to URP for better long-term Unity support and project performance optimization.
- Using real-life martial arts experience, consulted artists to add realistic variations to player parry + counterattack sequences.