top of page

Project Overseer

Timeline 1_0000.png

A recreation of a gritty battlefield experience thrown into a sci-fi world. Embark on tests that will push you to your limits without classic shooter-game aids: no health bars, no ammo indicators, and no minimap. Craft your weapons in a fully customizable manner and own whatever playstyle is yours as you sneak or blast your way through waves of soldiers.

Project Overseer was made with Unity, and is the biggest project I've created. I spent years learning VR/XR programming, using this game as a prototype for my dream project: a VR/AR laser tag game. My itch.io page has much more detailed changelogs, but here's a summary of my work:

Programming

  • Implemented gaze-directed locomotion using quaternions to dynamically align player movement with VR headset orientation, creating intuitive navigation independent of controller facing.

  • Developed velocity-based sprint detection by tracking VR controller motion vectors, enabling natural arm-swing locomotion without requiring additional input controls.

  • Engineered a physics-driven firearm recoil system using configurable joints and XR interaction checks, creating responsive weapon feedback while maintaining VR interaction compatibility.

  • Programmed enemy AI behaviors using behavior trees, raycasts, spherecasts, and centralized game management systems to support enemy detection, decision-making, and combat interactions.

  • Designed a JSON-based save/load framework to persist player progression and game state across play sessions.

  • Created data-driven gameplay architecture using Scriptable Objects, improving scalability, maintainability, and content iteration speed.

  • Developed a grid-based crafting system utilizing arrays and item ID mapping to efficiently process crafting recipes and inventory interactions.

  • Built an inventory management system using dictionaries and delegate-based event callbacks, enabling efficient item lookup and modular UI updates.

  • Implemented voice-command functionality using keyword recognition systems, allowing players to trigger gameplay actions through spoken commands.

  • Leveraged delegates and event-driven programming patterns to create modular runtime communication between gameplay systems while reducing script dependencies.

Modelling/Animation

  • Modeled, rigged, and animated 3D assets in Blender, integrating them into Unity with proper rig compatability, animation playback, and gameplay synchronization.

  • Implemented inverse kinematics systems for elbows, knees, and ankles to produce more natural limb positioning and character movement.

  • Performed weight painting and vertex influence tuning to improve mesh deformation quality during character animation.

  • Designed and configured blend trees to enable seamless transitions between movement and combat states.

Art

  • Designed and produced splash art, sprites, promotional assets, and user interface elements to support gameplay, marketing, and player-facing experiences.

  • Utilized 9-slice sprite techniques to create resolution-independent UI elements, maintaining consistent border fidelity.

Audio

  • Produced and processed sound effects through recording, editing, and normalization workflows to create cohesive in-game audio.

  • Managed audio asset performance by selecting appropriate compression formats based on quality requirements and memory considerations.

  • Composed original soundtrack pieces tailored to gameplay pacing and overall player immersion.

Marketing

  • Planned and produced promotional trailers for major game updates, including storyboarding, gameplay capture, animation, and feature presentation.

  • Created polished devlog videos by blending gameplay captures with condensed, information voice-overs, effectively communicating gameplay mechanics and update content to players.

The biggest skills I've learned from working on Project Overseer were project management, marketing, and consistency. Planning out each update and delivering it within a self-imposed date taught me a lot about what is required to produce a quality update. Gathering feedback and implementing changes quickly was also something I learned was very important to keeping an audience.

bottom of page