I implemented the weapon system for this project, designing it to be modular and flexible. Using a Factory pattern, I enabled weapons to handle upgrades and be reused across different enemies and player characters, making it easy to expand or tweak weapon behaviors without duplicating code. This approach ensured the system remained maintainable while allowing designers and developers to iterate quickly.
Skill focus: Implementation and design of systems and gameplay mechanics
Time spent on project: 6 months
I also implemented a procedural map generation system, where each level is associated with a specific element. The system automatically generates interconnected levels while ensuring there are no dead ends, providing smooth and playable progression. Designers can easily adjust values such as spawn probabilities and level connections, allowing them to quickly iterate and create diverse gameplay experiences without modifying the code.