Demo Video Overview:
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Untitled Mech Tactics Game is a Unity project focused on building modular gameplay systems that support tactical combat and cockpit-style player presentation. Combat is observed through in-mech screens rather than a traditional top-down view, reinforcing player perspective while keeping systems decoupled from presentation.
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This project is used to strengthen my skills in AI decision-making, gameplay system architecture, and system-driven UI.
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Systems Shown:
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Real-time movement and action resolution
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Limb-based health system contributing to overall mech state
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Player weapon selection and per-limb targeting
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AI decision-making using utility-based scoring
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Example goal: charge and eliminate target
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Dynamic buff/debuff system (e.g., leg destruction applies a movement speed penalty)
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UI fully driven by underlying systems with no hardcoded logic, designed for scalability and iteration
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Technical focus:
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This demo emphasizes maintainable gameplay architecture over content polish. As systems evolved, combat resolution and AI logic were refactored to reduce coupling and support iteration without special-case logic.
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Code Samples (C# Gameplay Systems):​
AI decision-making, Stat system, modular UI gameplay architecture, and utilities scripts examples used in this project.​