Thank the Gods, a Sanctifier has arrived in these trying times! Use your holy bow and arrow to invoke righteous vengeance of the Nine Hells' foul creatures. Just be mindful of where your arrow flies: you only have one!
This game was a product of a week-long game jam over the course of Spring break. The theme for this game jam was also Dungeons & Dragons inspired: "one-shot". I worked on a team of 7 and was one of the main gameplay programmers as well as a level designer and vfx producer.
This is one of the most complete game jam products I've worked on, having completely modular and scalable upgrades and replayability. This project was commented to be similar to a senior-quality work in my game design degree track.
Contributions
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Implemented physics-based player movement and combat systems using Unity rigidbodies, supporting fast-paced traversal and responsive gameplay interactions.
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Developed a data-driven weapon upgrade framework using Scriptable Objects, enabling scalable progression systems and streamlined content balancing.
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Programmed enemy AI behaviors to support combat encounters, navigation, and player engagement mechanics.
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Created interactive environmental gameplay elements, including destructible crates and projectile bounce pads, to encourage strategic combat and exploration.
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Designed and implemented tutorial-level content, focusing on player onboarding, mechanic introduction, and gameplay pacing.
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Designed a hub/rest area environment that provided progression management, NPC interactions, and gameplay downtime between encounters.
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Developed a dialogue management system capable of displaying text, triggering gameplay events, and coordinating scripted interactions.
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Built an inventory and item management system using list-based storage and delegate-driven callbacks, enabling modular item acquisition and gameplay integration.
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Implemented scalable upgrade mechanics that dynamically modified gameplay statistics through Scriptable Object data updates.
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Created custom visual effects using Unity's particle system to improve player feedback and communicate upgrade functionality.
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Programmed NPC interaction systems using trigger detection and Vector3.Dot calculations to enable directional awareness and responsive character head tracking.





