The Challenge
Build a responsive and rewarding first-person climbing game in just one week. Gameplay had to feel fast, tight, and fun, with real tension between the safety of home and the chaos of vertical platforming. I focused on feel-first programming and system polish over content scale.
What I Built
Programmed a custom physics-based movement system using Rigidbody with air control, drag, and jump buffering
Built precision first-person camera controls with vertical clamping and decoupled movement orientation
Implemented accurate ground detection using raycasts and layer masks for stable jumping
Developed a unified UI interaction framework using interfaces and raycasts
Optimized performance by caching references, minimizing physics calls, and separating concerns in system logic
My Technical Contributions
1. Physics-Based Movement System
Problem: Create responsive first-person platforming controls that feel tight enough for precision jumping while maintaining realistic physics behavior.
Solution: Implemented a comprehensive movement controller using Unity's Rigidbody system with custom ground detection and air control.
Result: Smooth, responsive movement that allows for precise platforming while maintaining realistic physics momentum and air control.
2. Precision Camera Control System
Problem: Implement smooth first-person camera controls that provide precise aiming for platforming while preventing disorientation during fast movements.
Solution: Built a mouse-look system with proper rotation clamping and separate orientation handling for movement direction.
Result: Smooth, responsive camera controls that enhance the platforming experience without causing motion sickness or disorientation.
3. Advanced Ground Detection System
Problem: Ensure accurate ground detection for jumping mechanics while handling complex geometry and preventing edge cases that could break platforming.
Solution: Implemented robust raycast-based ground detection with proper offset calculations and layer masking.
Result: Reliable ground detection that works consistently across all platform types and prevents double-jumping exploits.
Results & Impact
Built a feature-complete 3D platformer prototype in one week
Delivered responsive and polished controls for a first person platformer
All systems were cleanly architected for easy testing, debugging, and reuse
Maintained 144 FPS with no physics hitches or collision bugs across the full vertical level
Lessons Learned
Feel > Realism: Balancing real-world physics with game feel taught me how to tweak systems like jump buffering, drag, and input timing for fun
Modular Thinking: Building small, reusable systems helped me iterate fast without rewriting code
First-Person Movement: Precision platforming from a first-person perspective requires deep coordination between camera, physics, and input
Team Communication: Even with a small 2-person team, early clarity on roles helped us hit the deadline with a playable result
Key Technologies & Patterns Demonstrated
Physics Systems: Custom Rigidbody movement with air control, drag physics, jump buffering
First-Person Controls: Camera/movement, vertical clamping, mouse-look implementation
Detection Systems: Raycast-based ground detection, layer masking, offset calculations
Performance Optimization: Reference caching, minimized physics calls, separation of concerns
Interface Design: Unified UI interaction framework, component-based architecture