ongoing action evolution

  • Gameplay Design Focusing on High Impact, Responsive Action

    • Custom input buffer system designed to catch all player inputs and allow for input combinations of various timings. A breakdown video of this can be seen to the right.

  • Character Design, Modeling, Illustration

    • Vertex Displacement Shaders combined with unique models allow additional animation possibilities, creating smears and squash/stretch in real-time animation without requiring a unique rig

    • Post-Processing

  • C# Programming and Design in Unity

  • Ongoing Work In Progress Project

This is a game I made in about three weeks towards the end of 2017. It's pretty unbalanced, but if I wanted to tweak things, I'd need to fix a lot of things that broke when I updated to the new version of Unity.