Systems & Tools
The engineering, separated from the games it was built for. Cameras, movement, combat and AI, plus the editor tooling built to make them: what the problem was, what I built, and what I'd do differently.
All systems and tools
Combat & Enemy AI
- Unity
- 2D
Attack mechanics, damage tracking, synchronised animations, pathfinding, and dynamic attack responses.
Metroidvania Camera
- Unity
- 2D
A Cinemachine camera with dynamic Y-axis damping, trigger-based panning, and seamless directional swaps.
2D Blend Tree Movement
- Unity
- 2D
Player movement built on a 2D Blend Tree across idle, jump, mid-air, fall, and landing, with synchronised animation.
Enemy AI & Destructible Environments
- Unreal Engine 5
- 3D
Breakable environments and basic enemy AI in Unreal Engine 5.
Motion Warping Parkour
- Unreal Engine 5
- 3D
Real-time motion warping that fits parkour animations to the geometry the player is actually traversing.
Nothing matches that filter.