PVE gameplay footage from the Kindred Fates Combat Arena Beta, within the "Ether Run" game mode.
Role
Senior Gameplay Programmer on Kindred Fates, architecting and implementing core gameplay systems for an open-world action combat RPG built on Unity's Entity Component System (ECS) and Data-Oriented Technology Stack (DOTS).
Key Achievements
Architected 100+ ability framework supporting ranged projectiles, melee strikes, dashes, and beam attacks through modular, reusable components
Delivered responsive action combat with animation canceling, hit-pause, and precision feedback systems creating satisfying "crunchy" combat feel
Implemented advanced character controller supporting terrestrial, amphibious, and flying locomotion with seamless state transitions
Built data-oriented systems achieving dramatic performance improvements through ECS architecture and cache-efficient design
Core Systems
Advanced Character Controller
Unified system supporting three distinct locomotion modes: land-locked, amphibious swimming, and full aerial navigation
Integrated root motion blending with physics-based movement while preserving collision detection and response
Dynamic animation canceling system enabling responsive player control without compromising combat balance
Scalable Ability Architecture
Compositional framework enabling rapid ability prototyping through shared, reusable components
Configurable motion system allowing designers to add dynamic movement to any ability independent of animations
Network-synchronized ability system supporting real-time multiplayer PvP with client prediction
Combat Feel & Feedback
Strategic hit-pause, screenshake, and particle systems creating visceral impact satisfaction
Precision targeting reticle with dynamic visual and audio feedback rewarding accurate player input
Anticipation frame system telegraphing attacks while building tension for engaging combat rhythm
Technical Architecture
Data-Oriented Design: Transformed complex gameplay mechanics into efficient, data-centric patterns using Unity DOTS, resulting in dramatic performance improvements and cache efficiency for large-scale encounters.
Modular Systems: Adhered to DRY and KISS principles, creating compositional frameworks where improvements to core systems automatically benefit all dependent features, enabling rapid iteration without technical debt.
Impact
Delivered the core gameplay foundation enabling smooth action combat across diverse scenarios from intimate duels to massive battlefield encounters. The modular architecture empowered the design team to rapidly prototype and implement new abilities while maintaining code quality and performance standards.