Unity 6.3 LTS gameplay programming portfolio project focused on combat feel, data-driven ability tuning, enemy behavior, debug-friendly architecture, and performance discipline.
This repo is intentionally scoped as a technical lab, not a full game. The goal is to show the Unity/C# side of my gameplay engineering work alongside my Unreal C++ portfolio.
- Unity 6 / C# gameplay programming
- Combat feel: movement, dash, attacks, cooldowns, hit reactions, knockback
- Data-driven tuning with ScriptableObjects
- Enemy state machines and readable AI behavior
- Object pooling and allocation-aware gameplay code
- Debug tooling and profiler-driven iteration
- Optional networking slice after the local combat loop is solid
Assets/_Project
Scripts
Combat
AbilityDefinition.cs
CombatController.cs
DamagePayload.cs
HealthComponent.cs
AI
SimpleEnemyStateMachine.cs
Movement
TopDownCharacterMotor.cs
Pooling
ComponentPool.cs
Debugging
RuntimeDebugOverlay.cs
Design
IMPLEMENTATION_BACKLOG.md
Docs
PORTFOLIO_CASE_STUDY.md
- Player movement with dash and attack commitment.
- ScriptableObject-tuned attack ability.
- Enemy with idle, chase, attack, hit-stun, and retreat states.
- Hitstop, knockback, cooldown, and damage feedback.
- Object-pooled hit effects or projectiles.
- Profiler pass documenting GC allocations and frame cost.
- Optional multiplayer proof: server-authoritative damage or simple state sync.
Many Unity gameplay roles ask for more than "I know Unity." They ask for combat feel, clean C# architecture, fast iteration, profiling, tooling, and the ability to work in existing codebases. This project is built to make those skills visible.
Created with Unity 6000.3.5f2.