
Before The Light Fades
A top-down 2D survival game built in Unity, developed and illustrated entirely by me. I designed the visuals, created and implemented gameplay systems, custom tools, UI, and spell mechanics — focusing on smooth asset integration, scripted VFX, and a cohesive hand-painted visual pipeline.
Role: Technical Artist / Game Developer / Concept Artist
Engine: Unity 6 (2D)
Tools: Unity, C#, Photoshop, AI-assisted tools
Overview
A suspenseful top-down magic game set in a dark forest with limited light as a resource. I developed the entire project from concept and art direction to AI-assisted animation, system programming, custom tools, and a synchronized audio-visual intro, creating all mechanics, assets, and workflows from scratch.
Responsibilities & Technical Focus
Gameplay Video
Concept Art & Visual Direction
Designed characters, monsters, items, props, and environmental tiles, combining sketches and AI Tools (ChatGPT)
Used Pollo AI for animations, refined in Photoshop for accuracy and consistency.
Ensured visual consistency across game assets, UI, and environment.
Asset Integration & Scene Setup
Imported and configured 2D assets.
Built the tile-based background in Unity, ensuring seamless repetition and natural blending between tiles.
Created prefabs for environment props, collectibles, and enemies.


Gameplay Systems & Logic
Developed core systems in C#, including:
Combat and Projectile System: Player attacks use projectile prefabs that spawn, animate, and self-destruct on collision or timeout, targeting the mouse cursor with automatic facing.
Wave System: Manages enemy spawning, item drops, and transitions between waves.
Save System: Saves and reloads the last completed wave for resuming or restarting.
Item Drop Logic: Defines drop items per wave, randomly assigning carriers among enemies, spawning items at their position upon defeat.
Implemented item collection, victory conditions, and pause functionality.
Developed precise input handling and attack direction mapping for responsive mouse control.


Custom Editor Tools
EnemyAIMaker: Opens a custom Editor window for users to:
Include a prefab for the enemy's appearance.
Define stats like health, chase speed, roam speed, and detection range.
Automatically create a C# script with selected parameters and assign it to the enemy prefab.
EnemySpawner Tool: Allows users to:
Set the number of enemies per wave.
Assign enemy prefabs for each wave.
Randomly spawn enemies within a user-selected area, visualized with purple gizmos in Unity Scene view.
Assign a wave drop item prefab, determine how many enemies carry it, and auto-assign it to random enemies; the item spawns when the carrier is defeated.
Random Environment (2D Prop) Spawner:
Distributes environmental assets (trees, rocks, collectibles, etc.) across the map at random positions with a selected interval each game.
Ensures a unique map layout and collectible placement pattern for each playthrough.




Animation & Enemy Behavior
Generated animations with Pollo AI, corrected frames in Photoshop.
Imported sequences into Unity, compiled into animation clips for the Animator Controller.
Configured state transitions for enemy and player actions (walk, idle, attack, death).
Scripted directional attacks and movement based on mouse direction.
Dynamically adjusted animation speed based on enemy behavior (roam, chase, attack).


UI & Player Feedback
Designed a heart health crystal and orb mana UI with custom animations.
Created a scripted animation controller to convert animation frames into percentage values based on current health.
Applied the same technique to the mana orb, which regenerates with new magic crystals.
Implemented timed health regeneration using coroutine timers.
Developed wave UI, pause menu, and victory screens with scripted activation states.





Lighting & Visual Effects
Developed a flickering light system to visually warn players of light duration: each light orb illuminates surroundings for a set time, flickering and fading as time expires.
Designed all spell impact and hit feedback as animated prefab-based VFX, synchronized with projectile collisions for attacks and enemy damage.






Intro Scene System
Developed a C# intro sequence with AI voice narration, synchronized text, and timed images.
Managed playback, transitions, and timing for alignment of captions and visuals with narration.

Organization & Workflow
Ensured organized structure in Photoshop and Unity with consistent naming for sprites, scripts, prefabs, and UI elements.
Created prefabs for interactive and environmental elements for quick iteration and reuse.























