Unity

C#

AI

Cubicle Nightmares

Cubicle Nightmares

Cubicle Nightmares

Cubicle Nightmares

Cubicle Nightmares

Cubicle Nightmares

Created under a 6-week collaboration, Cubicle Nightmares is a fascinating Puzzle/Horror game set in an after-hours office haunted by a terrifying robot which was inspired from the 2014 hit game Alien: Isolation.

Created under a 6-week collaboration, Cubicle Nightmares is a fascinating Puzzle/Horror game set in an after-hours office haunted by a terrifying robot which was inspired from the 2014 hit game Alien: Isolation.

Created under a 6-week collaboration, Cubicle Nightmares is a fascinating Puzzle/Horror game set in an after-hours office haunted by a terrifying robot which was inspired from the 2014 hit game Alien: Isolation.

Created under a 6-week collaboration, Cubicle Nightmares is a fascinating Puzzle/Horror game set in an after-hours office haunted by a terrifying robot which was inspired from the 2014 hit game Alien: Isolation.

Created under a 6-week collaboration, Cubicle Nightmares is a fascinating Puzzle/Horror game set in an after-hours office haunted by a terrifying robot which was inspired from the 2014 hit game Alien: Isolation.

Created under a 6-week collaboration, Cubicle Nightmares is a fascinating Puzzle/Horror game set in an after-hours office haunted by a terrifying robot which was inspired from the 2014 hit game Alien: Isolation.

This was my first attempt at gameplay programming in Unity. The majority of my time was spent working on the player movement system and the enemy robot's AI. In addition to learning how to create a player movement mechanism from scratch, I learnt how create and use finite state machines, which is a game design pattern that neatly organises the planning and coding of character behaviour. The diagram below represents the finite state machine for the menacing robot in the game who always keeps the player on his toes and makes escaping the office a real challenge!

This was my first attempt at gameplay programming in Unity. The majority of my time was spent working on the player movement system and the enemy robot's AI. In addition to learning how to create a player movement mechanism from scratch, I learnt how create and use finite state machines, which is a game design pattern that neatly organises the planning and coding of character behaviour. The diagram below represents the finite state machine for the menacing robot in the game who always keeps the player on his toes and makes escaping the office a real challenge!

The majority of my time was spent working on the player movement system and the enemy robot's AI. In addition to learning how to create a player movement mechanism from scratch, I learnt how create and use finite state machines, which is a game design pattern that neatly organises the planning and coding of character behaviour. The diagram below represents the finite state machine for the menacing robot in the game who always keeps the player on his toes and makes escaping the office a real challenge!

This was my first attempt at gameplay programming in Unity. The majority of my time was spent working on the player movement system and the enemy robot's AI. In addition to learning how to create a player movement mechanism from scratch, I learnt how create and use finite state machines, which is a game design pattern that neatly organises the planning and coding of character behaviour. The diagram below represents the finite state machine for the menacing robot in the game who always keeps the player on his toes and makes escaping the office a real challenge!

This was my first attempt at gameplay programming in Unity. The majority of my time was spent working on the player movement system and the enemy robot's AI. In addition to learning how to create a player movement mechanism from scratch, I learnt how create and use finite state machines, which is a game design pattern that neatly organises the planning and coding of character behaviour. The diagram below represents the finite state machine for the menacing robot in the game who always keeps the player on his toes and makes escaping the office a real challenge!

This was my first attempt at gameplay programming in Unity. The majority of my time was spent working on the player movement system and the enemy robot's AI. In addition to learning how to create a player movement mechanism from scratch, I learnt how create and use finite state machines, which is a game design pattern that neatly organises the planning and coding of character behaviour. The diagram below represents the finite state machine for the menacing robot in the game who always keeps the player on his toes and makes escaping the office a real challenge!

Overall, I really enjoyed working on this project on as it present different challenges to me compared to my otherwise low-level programming works and the fun of working in a games team is never lost.

Overall, I really enjoyed working on this project on as it present different challenges to me compared to my otherwise low-level programming works and the fun of working in a games team is never lost.

Overall, I really enjoyed working on this project on as it present different challenges to me compared to my otherwise low-level programming works and the fun of working in a games team is never lost.

Overall, I really enjoyed working on this project on as it present different challenges to me compared to my otherwise low-level programming works and the fun of working in a games team is never lost.

Overall, I really enjoyed working on this project on as it present different challenges to me compared to my otherwise low-level programming works and the fun of working in a games team is never lost.

Overall, I really enjoyed working on this project on as it present different challenges to me compared to my otherwise low-level programming works and the fun of working in a games team is never lost.