Engine: TGA’s in house engine (C++, DX11) with Unity as level editor
Contributions
Engine & Systems
Component-based architecture
Grid-based dynamic collision system with box colliders, sphere colliders and raycasting using collision layers
Gameplay Programming
3D grid-constrained player movement
Lock-on targeting system with dynamic camera rotation
Enemy AI detection system using raycasting and cone-based vision
Ranged Enemy AI, inlcuding making visible laser using grided ray cast
Tools & Pipeline
Pipeline between Unity (level editor) and in-house engine with features such as “Play from here”, a capability that enables instant in engine game startup from any editor selected position
UI & Feedback
UI, menus and HUD systems
Environmental feedback systems (e.g., reactive and swaying grass)
Additional Features
Bonus game mode: “Spirit Mode”
Gacha skin system with currency saved between plays
General gameplay polish and visual tweaks, including shader work
My Visual Highlights
Chest reveals
Refined chest opening sequences with C++ driven content movements, including coins, potions, skins and weapons. Also implemented the gacha skin system for the skin chest.
Lock on targeting system with camera rotation
Lock-on system with player orientation aligning to the selected target, with target switching via joystick or arrow keys. Camera rotation also enables discovery of hidden paths. Additionally implemented all supporting UI elements and their movements.
Interactive grass
Responsive short grass for player movement feedback, inspired by Tunic. Additional swaying tall grass using vertex offset shaders for environmental motion.
AI detection system
Enemy AI detection using raycasting and cone-based vision, allowing players to hide behind objects or approach enemies from behind without being detected.
Spirit mode
Bonus mode inspired by Tunic’s post-death mechanics, featuring Fresnel-based pixel shaders for characters and adjusted lighting for both environment and player.
Boss sequence
Integrated boss encounter elements including torches, lighting, HUD, enemy movement and overall scene presentation.
Credits
Programmers
Christian Le Valter Decorte Johan Danielsson Ylver Blum Buer
Artists
Linus Bergström Morgan Wildmark Ivan Radenkovic Isak Zillén