What I did: Built and shipped the game completely from scratch. Created some of the assets including some sound effects, UI, some models, some textures, some shaders, and imported the rest from the unity asset store and opengamearts, designed levels, progressions, and tuned major systems like game mechanics and monetization, hardware optimizations.
ASSASSIN 3D - PORTFOLIO
This game was designed by me with the Unity Engine. This project idea and its first prototype began work on the first week of April 2022 and was completed on May 2022. And was released on the app stores upon completion. It's webGL version was released later on itch.io
The fictional characters in this game uses path-finding algorithms along with Unity's physics engine to navigate around the game map and interact with physical objects.
CHALLENGES FACED
Challenge: Implementing effective enemy and camera detection systems for the stealth gameplay mechanics.
Solution: Develop AI routines for enemies to detect the player based on visibility, noise, and line of sight. Implement a field of view detection system for enemies. Use raycasting to check for line of sight. Implement a camera detection system to simulate surveillance cameras and their firld of vision.
Challenge: Balancing difficulty and level design to provide engaging gameplay.
Solution: Create levels with different enemy placements, patrol routes, and environmental obstacles to provide variety and challenge. Gradually introduce new mechanics and enemy types as the player progresses. Playtest the game extensively to gather feedback and iterate on level design and difficulty balance.
A stealth game in which your skill as an assassin is tested. In this game, you're required to bend the environment to your will. Take cover on walls, avoid surveillance camera, and stay out of the enemy's field of vision.
During this project, I developed the following skills:
Path-finding skills as this game has to measure up against a hyper casual's famous one handed mobile gaming by integrating a tap to move mechanics.
Reward strategy: The need for player satisfaction when an objective is met is seen here as the players work to earn coins that will be spent on character upgrades to make levels easier.
Designing and implementing UI for a top down tap to move casual game, working with C# script and Unity.
Ragdoll physics simulations upon key frame NPC damage events.
F2P monetization with in-game ads and in-game purchases.
Level based procedural generation
WebGL (HTML5) distribution module
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The feature I'm the most proud of is the core engaging stealth fighting design. When the player character comes in behind the unsuspecting enemy, he knocks the enemy out with one swift move. If he is detected by a surveillance camera, he has to decide on an instant if to hide behind walls or take on the incoming hoard of enemies. However, if he is detected by just one enemy, he must fight that enemy or flee the area.