SYSTEMS DESIGN
Unity ARPG: Engines Systems Design
This image shows the top of a spreadsheet that tracks the key performance stats for 193 types of ship engines currently in the game.
Each engine entry includes variables for max speed, acceleration, deceleration, and visual trail color. In addition to raw values, I developed a company ranking system that compares each engine manufacturer across performance metrics.
For example, Dart engines are ranked highest in acceleration but second-worst in deceleration. This approach creates engine brand identity and gameplay trade-offs.
These rankings help players identify manufacturers that match their preferred playstyle, while also supporting game balance and narrative consistency.
Unity ARPG: Armor Systems Design
This image shows the top of a spreadsheet that tracks the core variables for 260 types of armor currently in the game.
Each armor entry includes variables for armor bonuses, acceleration and deceleration impact, resistance to a specific weapon class, armor durability, weight class, and repair complexity (affecting repair speed). These stats were intended to open up design space for equipment and to encourage players to experiment with different armor and engine combinations.
By linking armor weight and complexity to ship movement and repair speed, I aimed to create meaningful customization decisions that directly affect how the ship feels to control in combat.
Unity ARPG: Weapons Systems Design
This image shows the top of a spreadsheet that tracks the key performance stats for over 260 types of ship weapons currently in the game.
Weapon categories include particle cannons (lasers), ballistic cannons, beam cannons, explosive launchers, missiles, and plasma weapons. Each weapon entry includes variables for damage, penetration, fire rate, DPS, burst mode (including burst count, fire rate, and cooldown), projectile speed, range, and any special effects triggered on impact.
These variables were chosen to maximize design space, allowing for the ongoing creation of hundreds of unique and strategically diverse weapons. They also support player experimentation, as different weapon types perform better or worse depending on enemy size, behavior, speed, maneuverability, and weapon resistance.
Unity ARPG: Design Requests to Programmers
As part of my creative direction role, I regularly translated design needs into detailed, actionable tasks for my programming team. These requests targeted improvements in AI behavior, weapon mechanics, and the dialogue system. Each of these systems significantly impacts gameplay and player experience. Below are some request examples:
NPC Movement Control
Weapon Cooldown Bug Fix
Dialogue System Audio Enhancements
Officer Level-Up and Ability Assignment UI
Unity ARPG: Designing Quest Flow and UI Feedback
Summary:
While implementing the tutorial quest system, I collaborated with my lead programmer to refine how quest pointers behave during game progression. My goal was to balance player guidance (via on-screen arrows) with meaningful dialogue choices, especially when tutorials could be skipped, reset, or revisited.
Initial Design:
The quest pointer UI was built to always point to the current active objective. Scriptable objects like Activate, Advance, Finish, and Reset controlled flow through each quest step.
Outcome:
This led to design changes that:
Allowed quest pointers to remain inactive until explicitly triggered
Supported a smoother and more intentional tutorial experience
Prevented players from skipping narrative content by blindly following arrows
Unity ARPG: Feature Implementation -Blinking Radar Icons for Enemy Tracking
Summary:
As part of our long-range radar feature, I collaborated with a programmer to implement blinking icons that signal distant threats. This feature supports spatial awareness and enhances tension while exploring space. I provided functional feedback, tested performance implications, and ensured the looped blinking behavior matched design expectations.
Design Need:
The long-range radar system needed a visual indicator to draw the player's attention to off-screen NPCs, objects, or enemies. The solution was a blinking icon that would pulse repeatedly while the radar was active.
Outcome:
The final implementation provides a clear and consistent blinking effect on radar icons, helping players intuitively locate interactable elements. It’s now used across multiple enemy types, NPCs, derelect ships, and other objects in space. Performance remains stable even with a large number of icons active simultaneously.
Unity ARPG: Gameplay Loop and Core Systems Overview
Core Gameplay Loop:
Destroy enemies and collect loot
Customize your starship and crew
Explore, talk with aliens, and conduct illegal activities
Survive your bounty! Keep moving: enemies are always hunting you!
Game Systems and things to do:
Dialogue
Combat
Inventory and Equipment Management (customize ship loadout)
Visit Stores to buy and sell
Visit Black Market traders to buy items and intel, or sell contraband
Crew Management (skill investment and ability selection)
Quests
Asteroid Ore Harvesting
Hacking
Piracy