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Neon Nemesis (Academic, Systems Design)

Project type

Video Game

Date

January 2022 - April 2022

Software

Unity, Aseprite

Neon Nemesis is a top-down bullet hell game, featuring 4 enemies and a unique boss, player abilities such as a projectile destroyer, dashes, and missile attacks.
I worked as the Systems and Technical designer for this project, building the project myself in Unity as well as balancing the numbers and iterating on balance to ensure a challenging yet engaging experience.
The game itself posed a few initial challenges that I needed to overcome. The first of which was the enemy spawner, which needed to be very modular to allow my Level designer to work efficiently. To that end, I created a series of subscripts that the Level designer could use quickly to designate both the type of enemy spawning, as well as its position. The expedited the content creation of the game drastically, and lead to more time where playtesting and iteration could take place. Another challenge was the boss fight, as it had two phases as well as a unique movement that no other enemies had. I needed to both tune the boss to ensure that the player was heavily challenged but could clearly see all attacks, as well as ensure the boss could seamlessly transition phases on a technical level. Both tasks were completed, and the game was finished with no major hurdles.

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