Soulclef is an indie 2D action platformer with rogue lite elements that I started during my final semester of university. Team Afterlife I lead the project as the creative director, lead developer, and designer. I previously managed a team of 12 and currently work with a team of 2.
Enhanced the player combat system with attack-combo and ability integration, expanding combat functionality.
Designed sprite animation logic that adds expressive character actions tied to player movement and combat.
Designed a spline-based warp system that moves players to hidden or blocked areas.
Implemented Unity Event puzzle logic that triggers cutscenes revealing hidden paths.
Redesigned a player interaction system for 2D environments, adapting existing functionality from a previous project. (Player Interact Script)
Designed a persistent inventory system using Scriptable Objects to manage and update item data throughout the game loop.
Implemented a real-time player UI that updates item quantities using persistent inventory data.
Enhanced the dialogue editor tool to integrate with in-game triggers.
Designed a rhythm-based puzzle system requiring timed inputs to reveal hand signs matching displayed solfege runes.
Managed programmer and designer tasks through weekly meetings and goal planning, improving team coordination.
Led game production by documenting progress and developing key gameplay systems, including warp travel, Shrine Muse, and dynamic camera movement.
Implemented Trello task tracking to organize workflows and monitor team progress.
Coordinated cross-discipline meetings to align story, character, level, and sound design.