Game development
Edgewalker
An isometric action roguelite exploring combat, procedural worlds, and persistent progression.
- Focus
- Game systems · Data-driven worlds
- Current state
- Prototype → Unity
- Built with
- UnityC#PhaserTypeScript
The problem
A game is a different kind of interface challenge: movement, combat, progression, and the world itself must fit together into a readable, responsive experience.
What I built
- Built a Next.js and Phaser prototype covering an isometric world, combat, procedural generation, save/load, and progression.
- Used Forge to author and export maps, items, skills, and other game content.
- Established the prototype as the feature baseline for a Unity and C# runtime.
- Kept authoring tools separate from the game so the runtime consumes validated content instead of owning editors.
The engineering behind it
The prototype proved the systems before the engine direction changed. Preserving data shapes and the content pipeline lets the Unity work build on that foundation.
Where it is today
The Phaser prototype reached milestones M0–M4 and is now frozen. The current direction is Unity URP with a locked orthographic camera; this is an ongoing game project, not a released game.
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