Chrysalis

A high paced top-down shooter done with the Hellheim custom engine and a team of 27 people where I worked as both Lead Designer and Gameplay Programmer. It includes 2 complete levels and a boss stage. All the gameplay was programmed with C++. My involvement in Chrysalis not only deepened my understanding of game development but also enhanced my ability to collaborate with teams from diverse disciplines

Enemy System

I designed and programmed the enemy system for the game, giving them various behaviors and attack patterns and adjusting the animations and models. This experience helped me grow both as a programmer and designer, as I learned how to create engaging mechanics that feel fair to the player, and how to use the pathfinding system to create realistic routes for the enemies.

Battle Areas

I developed the system that managed all elements of the battle area without requiring them to interact directly with each other. This logic allowed me to create different types of battle areas, providing the player with new and interesting challenges to avoid repetitive gameplay.

Spawner System

I created spawners in a way that once they were implemented in the level it allowed me to tweak easily the type of enemy, position and intervals easily to faster and better iterations of all the battle areas. On the programming side, this helped me better understand how Object Pooling works, which it was later applied to other gameplay elements such as bullets.

Additional Tasks


  • Modifying player mechanics to make them more responsive.

  • Create a Door system to make the environment feel more alive.

  • Program hit effects to the enemies and player to increase the combat feedback.

  • General bugfixing and adjusting.