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Keyboard Warrior

3 Months

Timeline

C#

Language

Unity

Engine

4

Team Size

Design

Project Management

Contributions

The office is your weapon in this physics-based top-down twin-stick 'shooter' combining rapid action and strategy. Step into the shoes of an IT employee wrongly accused of fraud, battling through office floors filled with security trying to kick you out. Time to face the Boss.

Project

Developed collaboratively by a team of three designers and one programmer, Keyboard Warrior was born from a randomised genre prompt: 'Twin-Stick' and 'Physics'. Our goal was to weaponise everyday office clutter, building a combat sandbox that utilises the weight, impact, and friction of tossed items both in the air and on the ground.

We wanted the gameplay to feel scrappy and frantic, forcing players to grab whatever is within reach to gain the upper hand. Because the player dies in a single hit, the stagger, stun, and knockback systems were crucial to get the timing right. Players must constantly maintain pressure and capitalise on brief opportunities to survive.

Relying on Unity’s default physics engine for item handling occasionally led to unpredictable object behaviour. In a combat loop featuring a one-hit kill mechanic, minor physical inconsistencies easily translated into player frustration. If time permitted, we would have tailored the physics handling, to avoid instances enemies getting knocked back unpredictably or thrown items bypassing collision events.

I believe the intended experience of venturing through a clean and organised office and leaving blood and destruction behind was achieved.

My Role

  • Combat, Game Feel, and Physics Balancing: My primary responsibility was engineering the combat sandbox. This required fine-tuning individual object properties, stun recovery windows, and the knockback power of the player's punch. I established the variable ranges to differentiate the lightest and heaviest items, creating a diverse physics sandbox. While we originally planned to include object durability and specific stagger values for deeper balancing, timeline constraints meant these features were cut. This resulted in an interesting imbalance where smaller, lighter items became disproportionately lethal.

  • Level and Environment Design: I designed and implemented several level layouts. Drawing from environmental research, I created some room layout oddities to break up the corporate monotony, such as a half-finished room filled with packed-up moving boxes, and a conference room full of office chairs.

  • Maintaining Systems Consistency: With multiple designers building rooms and tuning objects, I acted as the primary filter for mechanical and visual consistency. I ensured all physics variables set by other designers stayed within the established balancing ranges, and that the individual level designs flowed logically together to feel like a single, sprawling office building.

  • Production and Project Management: Alongside my design work, I facilitated constant communication between the design team and our solo programmer, ensuring that system development aligned perfectly with our level design and physics implementation schedules. I managed the team's Trello board to track task distribution and maintained all central design documentation within Confluence.

Tools Used

Confluence, Unity, Visual Studio, Excel

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