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Student Project

 

        In this project, I worked on a 3D action game centered around fast-paced melee combat, with Sekiro-style parrying as one of the core inspirations. My main contributions were in gameplay prototyping, combat feedback, and later-stage level design.

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        One of the first systems I built was Burst Mode. At first, the idea was simply to make the player move faster during a temporary powered-up state. But I felt that speed alone was not enough to make the mechanic stand out. I wanted it to have a stronger identity, so I connected it with a more cinematic samurai feeling and added a black-and-white visual filter. This helped turn Burst Mode into more than just a movement buff, giving it a clearer style and making the player feel more powerful in a more memorable way.

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        I also designed and implemented an experimental grappling hook system. The idea was to create more movement options for traversal and possible boss fights. Although the first version had several bugs, I kept refining it by fixing the logic, adding visual cable feedback, and improving the targeting system so that the hook only works when the player is actually aiming at a valid anchor point. I also added highlight feedback to make the interaction easier to read.

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        Besides these mechanics, I worked on several polish tasks, including Burst Mode UI, combat-related sound effects, and audio timing fixes. In the later part of the project, I shifted more toward level design, building a tutorial and boss-entry section with fog, breakable floors, and guided progression to better teach mechanics and shape the player experience.

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        Overall, this project helped me practice turning rough gameplay ideas into features that not only function, but also feel satisfying and readable for the player.

Level Design

基于视觉触发的钩锁1.gif
基于视觉触发的钩锁2.gif

vision-based grappling hook

黑泽明剑戟片风格的滤镜与UI2222.gif

A filter and UI inspired by Akira Kurosawa’s chanbara films

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