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Ahmad's Portfolio
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  • Work
    • Project Bubblegum
    • StarTrek Legends
  • Sandbox
    • A More Realistic HitStop
  • About
Ahmad's Portfolio
  • Home
  • Work
    • Project Bubblegum
    • StarTrek Legends
  • Sandbox
    • A More Realistic HitStop
  • About
  • More
    • Home
    • Work
      • Project Bubblegum
      • StarTrek Legends
    • Sandbox
      • A More Realistic HitStop
    • About

Project Bubblegum

Multiplayer 3D Beat 'Em Up | PC & Console | Unity

Combat System & Gameplay Engineering:

  • Designed and implemented a flexible combat tool, enabling designers to intuitively define and tweak combat moves with maximum creative freedom.

    • Combat elements: Input mapping, animation sequencing (antic, charge, attack, follow-up), timing (input windows, attack length, hit frames), VFX, and attack effects (e.g., knockback, stun).

    • Developed mechanics such as: Blocking (including perfect block), parry, and strafing.

    • Developed a smart targeting system for both melee and ranged attacks.

  • Created a modular behavior tree system for defining enemy AI, allowing for dynamic and reusable enemy behaviors.

Character & Locomotion:

  • Engineered fluid and responsive movement mechanics, including edge grabbing, climbing, sprinting, dashing, dynamic jumping, and jetpack traversal.

  • Developed a state machine-driven animation system, ensuring smooth blending across multiple animation layers.

Camera & Level Design Support:

  • Implemented a dynamic side-scrolling camera using Cinemachine, supporting up to four players with adaptive framing.

  • Designed combat camera effects, including camera shake as a tunable designer tool to enhance impact and player feedback.

  • Developed level design tools to streamline workflow and ensure a stable pipeline for designers.

Collaboration & Production:

  • Served as the bridge between programmers, designers, and artists, ensuring seamless collaboration across disciplines.

  • Worked with production to provide accurate estimates, best practices, and workflow optimizations to meet project needs.

  • Continuously optimized for performance improvements without compromising gameplay quality.


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