About
Brought on near the end of ZIX’s development, this project became both my first shipped title and my first experience working with online multiplayer.
As a Unity Generalist, I focused on polishing gameplay and improving the combat experience using existing systems and assets. My main responsibilities included refining features such as damage numbers, health bars, juggle systems, and weapon unlocks, ensuring smooth player feedback and balance across all systems. I also tested and implemented online components using ParrelSync to maintain consistent multiplayer performance.
This role required me to quickly adapt to an established codebase and workflow, building on prior developers’ work while introducing improvements that enhanced clarity and game feel—for example, reworking the damage number animations to make combat more readable and satisfying.
Working with online multiplayer introduced unique technical and design challenges, particularly around synchronization, optimization, and server load. I learned to account for multiplayer timing and player experience consistency in both my design and scripting work, ensuring gameplay remained responsive and fair across all clients.
Get the game here!

Link to Meta Store page

Link to Steam Store page

Link to the game's website

Gameplay Trailer

Launch Trailer for the game

Gifs and Images of work

Juggling an enemy from the POV of the player hitting the enemy

Juggling an enemy in the POV of a player watching from a distance in online multiplayer

Example of the dynamic health bars I created.

Before and after I retextured and coloured the health bars to give them more depth despite being flat planes.

Example of the animated damage numbers for both regular hits (smaller and white/blue) and critical hits (big yellow/gold) that I created using DoTween. Numbers are also larger depending on the amount of damage so 10 would appear larger than 1

Example of unlocking a weapon from the weapon terminal

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