Movement & combat
I implemented the third-person gameplay loop, melee combat, health and enemy encounters, and the moment-to-moment player flow.
A third-person action-adventure prototype I designed and developed entirely by myself in Unity, from gameplay systems and combat to level setup, progression and presentation.
Blade of Darkness is a solo third-person action-adventure project built in Unity. The player explores atmospheric Japanese-inspired environments, fights enemies with a katana, collects resources and progresses through combat and environmental objectives.
I implemented the third-person gameplay loop, melee combat, health and enemy encounters, and the moment-to-moment player flow.
I built collectible currency, key-based door progression, dialogue-driven objectives and navigation through different areas.
I created and assembled the environments, encounters and overall pacing across forests, snowy spaces, shrine areas and village scenes.
This was a fully independent project. I was responsible for the game design, Unity implementation, C# scripting, gameplay systems, scene setup, combat flow, progression logic, UI integration, testing and iteration. It represents my earlier game-development work before I moved more deeply into XR and immersive systems.
Close-range katana combat, player health, enemy health and encounter pacing.
World traversal supported by a minimap, collectibles and readable objectives.
Environmental gating and dialogue-driven objectives connect exploration with progression.