Challenge
Expandable mobile survival combat
Combat, rewards, player scaling, enemy pressure, UI, and balance had to support iteration without accumulating one-off scene logic or repeated runtime lookup.
Gameplay systems case study · Unity 6 · Mobile
A mobile 2D auto-shooter/survival project focused on scalable gameplay systems: projectile combat, data-driven rewards, runtime modifiers, object pooling, segmented enemies, responsive portrait UI, and deterministic balance tooling.
Systems engineering case
The project separates data, runtime systems, presentation, bootstrap, pooling, enemy behavior, and balance validation so each can evolve without turning the scene into a dependency hub.
Challenge
Combat, rewards, player scaling, enemy pressure, UI, and balance had to support iteration without accumulating one-off scene logic or repeated runtime lookup.
Architecture
ScriptableObject definitions drive rewards and configuration. Runtime services own selection and application, while UI binds to results instead of containing gameplay decisions.
Performance
Projectiles and segmented enemy elements use pooling and cached references to reduce instantiation churn, repeated component access, and avoidable garbage collection pressure.
Validation
A one-click test executes 4,000 battles across four player-behavior scenarios. Repeated runs detected zero combat-logic failures and provide reproducible balance evidence.
Implementation evidence
More selected work