Selected work
Game · UnityComplete · Unity 2020.3 HDRP · Windows

Tardigraid

Wave-based sci-fi FPS with destructible environments, weapon progression, and emergent enemy AI across interconnected spaces.

A first-person shooter built around wave survival mechanics. You fight procedurally-spawned enemies (Climbers, Grunts, Phasers), defend fortifications by nailing doors, cycle through four weapon loadouts with distinct feel and audio, and manage stamina across environmental challenges.

Role — Solo developer (primary) + collaborative team (Aaron Nelder, Jake Hardy)
  • Unity 2020.3.14
  • C#
  • High Definition Render Pipeline (HDRP)
  • NavMesh + Custom AI
  • New Input System
  • TextMeshPro
  • Substance Designer (Allegorithmic plugin)
  • Timeline
  • ProBuilder

The core loop is holding position: enemies spawn in waves with configurable intensity multipliers, you defend by combining gunplay with fortification—physically nailing plywood sheets to doors and walls using a dedicated tool. The player controller implements full FPS mechanics (sprinting with stamina regeneration, crouching, head bob, flinch on impact) paired with a grab-and-rotate system for environment objects. Four weapons (Laser Pistol, Pulse Rifle, Hammer, Fusion Blaster) each have distinct fire modes, reload times, and audio signatures.

Level design spans 17 scenes including Test Rooms, Town Whitebox, Hydro Building, and a General Store with setdressing. The wave system coordinates multiple EnemySpawner nodes, triggering synchronized spawns with music transitions and audio cues. Enemy AI uses NavMesh navigation layered with wall-climbing pathfinding (Climbers traverse ceilings via AINode networks); Grunts close-range charge; Phasers employ energy attacks. All enemies track and rotate toward the player within attack angles, with cooldown-based attack scheduling.

The architecture separates concerns clearly: BaseWeapon handles recoil, spread, aim-down-sight, and reload coroutines; BaseEnemy defines attack templates, detection ranges, and state machines; managers coordinate audio (with environment-specific audio environments), objectives, and weapon switching via HUD integration. VFX layers include muzzle flashes, projectile trails, and impact effects from both authored and third-party asset packs (Dee-Shaw Attacks, FORGE3D Sci-Fi, VFX Arsenal). The project ships in two showcase builds and includes a Golden Master binary.

What's notable
  • 73 authored C# scripts implementing player controller, wave management, four distinct enemies with specialized pathfinding (wall-climbing Climbers), and four weapons with unique fire modes and reload mechanics.
  • 461 prefabs + 498 materials + 421 audio clips + 15 animations across environments (town, hydro plant, general store) with per-location audio environments (ambient loops, trigger events, collision sounds).
  • Full FPS controller with sprint stamina, crouch height transitions, head bob tied to movement speed, camera flinch on damage, and interactive fortification system (nail placement with raycasting and penetration checks).
  • Wave-spawning architecture coordinating multiple spawner nodes with configurable multipliers, music transitions, and enemy behavior overrides; AI uses NavMesh navigation + custom wall-climbing via AINode networks.
  • Compiled showcase builds (Golden Master + Showcase versions) demonstrating playable vertical slice; full HDRP pipeline with recorder integration for capturing gameplay.