Movement & Physics
Custom character controller with ground detection, coyote time, and jump arc tuning.
I started building The Haunted Ascension before taking CS50 and later expanded it as my final project. Development on full visual assets was ultimately paused due to a constrained creative vision and inconsistent art style—shifting my complete focus onto what mattered most: C# gameplay engineering.
Rather than an art showcase, this serves as a pure technical demonstration of core systems built from scratch in Unity—including custom movement physics, state-driven enemy AI, and UI interaction logic.
Custom character controller with ground detection, coyote time, and jump arc tuning.
Patrol routes, line-of-sight detection, and enemies driven by an explicit state machine.
Event-driven health display, inventory slotting, and reusable interaction triggers.