Shadow Depths was created as a personal project to strengthen my skills in 2D level design, enemy behaviors, and gameplay feel. I designed the core loop, implemented all mechanics, and built the dungeon layouts using Unity’s Tilemap system.

What I Worked On​​​​​​​
Designed the core gameplay loop (movement → combat → progression)
Built tile-based dungeon rooms and enemy encounter layouts
Implemented enemy AI basics (chase, attack, patrol)
Designed UI (health, score, items)
Created pickups: health, keys, temporary boosts
Tuned pacing, difficulty, and combat speed
Playtested and iterated on enemy spacing + map flow


Design Goals
→ Create fast and readable combat
→ Encourage players to keep moving instead of camping
→ Make each room feel distinct through enemy placement + obstacles
→ Keep mechanics simple but satisfying for early prototyping​​​​​​​
What I Learned
→ How to use Unity Tilemaps efficiently for level design
→ How small tuning changes (speed, timing, spacing) affect gameplay feel
→ How to structure enemy behaviors with simple C# state logic
→ To keep the prototype scope tight so it can reach a playable state

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