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Tinker

4 Months

Timeline

Visual Scripting

Language

Unity

Engine

1

Team Size

Design

Development

Contributions

Tinker blends frantic bullet-hell action with inventory-management progression. Over the course of 10 challenging waves, players must strategically optimise their wand loadout and synergize with their explosive sidekick, Bombly, to survive.

Project

For the first hands-on module of university, we were tasked with designing and developing a 2D shoot-em-up independently. I designed the game to be system-heavy, requiring a min-max approach to the builds the player is able to create. To rapidly prototype these dense mechanics, I built the game entirely using Unity’s visual scripting tools, allowing me to focus on the design of the game itself and the variety of enchantments and playstyles that come with them.

My personal development goals with this project were to refamiliarise myself with Unity, as well as learn the very basics of node-based visual scripting. Because Tinker relies heavily on bullet-hell mechanics, the game demands high-frequency projectile generation and high enemy density. During development, I relied on constant prefab instantiation and destruction for every bullet and enemy. Given the overhead of visual scripting, this created a significant performance bottleneck and frame drops during play.

This project was a massive learning experience in technical optimisation and visual scripting. Analysing the performance deficit taught me the critical importance of memory management in system and object heavy games. If I were to rebuild this project today with my current C# workflows, I would immediately implement an Object Pooling system to recycle projectile and enemy assets, eliminating the instantiation overhead.

Despite the performance limits, I still love the framework I created for this game and occasionally boot it up for a quick run or two.

My Role

  • Game Design & Documentation: Authored comprehensive design documents and production boards utilizing Confluence, Miro, and Trello to solidify core mechanics, wave pacing, and the inventory-focused progression loop.

  • System Architecture & Implementation: Engineered the core combat sandbox, modular enchantment synergies, and enemy wave logic entirely through Unity's node-based visual scripting.

  • Sandbox Balancing: Modeled progression curves, drop rate tables, and scaling difficulty in Excel to ensure the min-max build combinations remained mathematically balanced and challenging across all stages.

Tools Used

Confluence, Unity, Excel

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