Third-year university coursework, designed for both PC and mobile. I kept the scope deliberately small after Fake Knight — single-genre, finite content, finishable in a semester.
What I worked on:
- Top-down shooting combat.
- Level flow and character management.
- Enemy AI across a few different archetypes.
- Save/load between sessions.
- Three game modes — defeat all enemies, reach a target location, or survive over a set duration.
What I learnt:
- Mobile is its own kind of complexity — input, performance, screen sizes, packaging.
A lot of those constraints only show up once you're testing on-device or building the final package. If you haven't accounted for them from day one, you end up redoing whole systems.

Design of all characters, weapons, and enemies in the game.
