Portfolio

For Kage’s enemies it’s going to be a looong night…

Kage No Shuuen
(Shadow’s Demise)

A 3D Stealth-Action developed as part of an advanced Unity Videogame Programming Bootcamp with a focus on code architecture and clean code practices to create a scalable project.

See the project on Github
Download the Code Samples

It features codewise:
  • Player behaviour through an abstracted FSM pattern.
  • Enemy behaviour through a flexible Behaviour Tree pattern.
  • Weapon System with a flexible architecture based on inheritance. Weapons can be nearly any type or all types at the same time (E.g. a sword can be thrown, you can physically attack with shurikens equipped).
  • Animations making full use of the animator in terms of layers, masks, Behaviours and events. Through Animator Controller Overrides a great variety of animations have been achieved with a single animator, shared by all entities.
  • Enemy waves through Object Pools pattern and Scriptable Objects to easily create enemy waves.
It features gameplaywise:
  • A player character than can run, crouch, block, dodge, lean against a wall to peek over corners, throw a hook, perform stealth executions, attack with physical weapons, throw weapons and shoot.
  • Enemies that can do exactly the same as the player character can, in addition with searching behaviours upon loosing sight of the player.
  • Ragdolls upon being affected by an explosion.
  • A basic inventory system where weapons can be added to the player upon acquiring them in-game.

This time you can run and you can hide!

Kage To Muon
(Shadow and Silence)


A 2D tile-based, japanese-themed, platforming game with stealth and action elements, featuring different kinds of shinobi and kunoichi with unique abilities.

See the project on GitHub.

Gameplay Implementations:
  • A diverse moveset with over 10 different actions apart from running, including: wall jumping, walking, crouching, ground sliding, throw, attack, parry, hiding behind bushes/stones and more.
  • The player is able to choose between 2 characters with different statistics that allow for different gameplay styles.
  • Menu system with all kinds of affordances to allow an easier understanding of the UI to the player.
  • All particle effects are made from scratch (except the sprites).
  • 4 levels featuring cave and bamboo forests themes with different flows.
  • 4 enemy types with unique behaviours: 2 standard types and 2 elite types featured in the last level.
  • A strong stealth-based gameplay. Hiding and hitting enemies from behind is the main way to progress.
  • A health system to complement the lives system.
  • Collectables that heal the player and increase the shuriken in the inventory.
  • The ability to set different volume levels for the background music and the SFXs

What can go wrong in an underground crypt filled with zombies?

Nightmare Night

A horror-lite FPS prototype set at night in a graveyard and crypt where you have to fight zombies and rescue your lost friends.

See the project on Github

Gameplay Implementations:
  • Built up to 3 levels, the first one using unity terrain tools and the last two with meshes.
  • 2 different enemy types with distinct behaviour.
  • 1 boss fight at the end of the game.
  • 2 different weapons. One of them a throwing axe that you can retrieve back from the ground.
  • Implemented UI with a main menu and a pause menu.
  • Implemented post processing effects that give feedback to the player when they get hit.
  • Implemented healing pick-ups.
  • Implemented the ability to retrieve the axe by choosing the relevant option on the pause menu. This is done to solve possible issues where the axe falls down into a place that makes it irretrievable.
  • Implemented narrative through pop ups to give players direction.
  • Implemented lore through 5 collectable scrolls showing the story of someone who was also on the same place at an undetermined earlier time.

To check the rest of my projects, you can visit my repositories’ page.
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