Gameplay Programming

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.