Sci-Fi FPS Prototype [WIP]

PC Game

2022 - Present

Working as a solo dev on movement-focused FPS prototype centered around high-velocity traversal, momentum-driven combat, and replayable encounters. The project is a systems-first exploration of how movement mechanics, combat abilities, and progression structures can be composed into a cohesive player experience. Inspired by Titanfall 2, the primary goal of this project is to design and implement expressive movement and combat systems while maintaining a scalable and maintainable gameplay architecture.

Along with core gameplay programming, I have been learning narrative design and level design. You can find some screenshots of paper sketches and the level block out for the same. I initially started this project to explore physics & rigidbody controller movement in Unity. I struggled a lot with level design, especially the blank canvas issue. "Form follows function", an important design principle that I learned and it has really helped me build a somewhat playable level that ties in with the game's narrative.

After struggling and realizing that I am not as good with level design as I am with programming, I figured a rogue-lite game design would best address my contraints. Instead of building a linear campaign path like Titanfall 2, which would take a big chunk of time and resources, I decided to double down on my programming skills and explore how I can leverage Procedural Content Generation for building levels and biomes. This pivot to roguelite design and mashing up sub-genres has given me a clear vision for my game and what I need to do next.

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