Slum-Time Carnage
5 Months
Timeline
C#
Language
Unity
Engine
5
Team Size
Project Management
System Design
Contributions
In the great tower cities of the future, there's only one way to be more than just meat. And that is make a name for yourself in the most brutal game the towers creators could cook up. Build your gang from the bottom up, building a deck of powerful cards to help smash through a cast of colourful rivals and give the tower a show they won't want to miss.
Project
Developed as our group's final major project at Birmingham City University, Slum-Time Carnage is a card-based tactical roguelike set in a neon-drenched cyberpunk dystopia. Built by a core team of two designers (including myself), two programmers, and one artist, the game tasks players with building a gang and fighting their way through three brutal leagues to face a final boss in each.
From the outset, we intentionally scoped the game to be system-heavy. Rather than building multiple unique environments, we focused on developing a deep, extensible card-battling framework. To maintain this mechanical depth without overwhelming our solo artist, we utilised 'suggestive design' to minimise animation workloads. For example, every ranged attack shares the same base shooting animation; however, if triggered by a 'Sniper Shot' card with an extended range, the player immediately understands the context. This approach allowed us to expand the game's mechanics without creating art bottlenecks.
The gameplay loop is split into two distinct states. During the combat phase, players fight using custom decks formed by the specific weapon and equipment cards attached to their individual gang members. Between encounters, players enter the shop phase to recruit new goons, replace fallen members, and purchase new equipment. This interlocking system ensures a massive variety of unique gang combinations and high replayability.
My Role
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Economy Modelling, Progression & Balance Tooling: I was responsible for the mathematical foundation of the game. I utilised Excel to model the game's economy, balancing the costs of decks against their tactical value on the grid, alongside the experience rewards granted for various actions. I also tuned the enemy scaling to ensure the roguelike progression felt challenging but mathematically fair when pitted against the player's levelling system and economy.
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Production & Sprint Management: Due to the game's ambitious scope, the project required rigorous production pipelines. I managed our team's Trello boards and facilitated weekly sprint presentations to demonstrate our progress, ensuring the cross-discipline team stayed on track and aligned with our major milestones.
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Enemy AI & Combat Coordination: I engineered the logic and behaviour trees for the enemy factions to ensure they filled distinct tactical roles: tank, melee damage, ranged, and support. Because tactical games require readability, I focused heavily on predictability and combat coordination. By restricting each enemy archetype to a strict, telegraphed cycle of two to three unique abilities, players could actively anticipate and counter their moves. I also designed the positional logic, ensuring frontline fighters aggressively hold the line, while support and ranged units dynamically maintain optimal distance to reinforce the formation.
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Technical Problem Solving & Version Control: During development, the team faced significant delays due to Git merge conflicts and Unity integration issues. One of the primary bottlenecks occurred within the art pipeline; I stepped in to actively resolve broken material references and prefab conflicts, ensuring our external art assets and animations successfully integrated into the playable build.
Tools Used
Confluence, Trello, Unity, Visual Studio, Blender, Maya, Mixamo, Excel, Power Point








