Integrated a grid-based tactics prototype in Unity with modular actions (move, shoot, melee, interact, skip turn) on a tile/coordinate system with turn and action‑points flow.
Built enemy AI and camera/HUD systems to support target selection, feedback, and smooth player interaction, keeping gameplay, UI, and animation layers cleanly separated.
Augmented the game with an AI-powered command layer using Gemini, enabling natural-language inputs (e.g., “shoot the most dangerous enemy”, “move 3 tiles forward”, “melee nearest target”, “skip turn”) mapped to in‑game actions.
Designed the game as a cross-platform experience for both mobile and PC, sharing core systems while adapting input and UX for touch and keyboard/mouse.
Utilized Unity and C# to implement gameplay logic and pathfinding systems(Navmesh), and used Blender to create and import modular 3D assets (environments, characters, and props) for a cohesive, reusable content pipeline.
Gameplay - PC
Gameplay - mobile
Gameplay Mechanics:
The core of the project is a tile grid that converts between world and grid coordinates and drives movement, pathfinding, and visual overlays for available tiles.
On top of this grid, I implemented modular actions for units (move, shoot, grenade, melee, interact), each encapsulated as a reusable action class plugged into a common turn and action‑points system. Units consume Action Points and Move Points when performing actions, and a global turn system alternates control between the player’s squad and enemy units.
Enemy AI ranges from simple target selection to more advanced heuristics for choosing where to move and when to use abilities such as grenades. Interactable objects like doors, barrels, crates, and other environment props respond to these systems, enabling mechanics such as opening paths, creating cover, and triggering events when destroyed.
I also implemented a full camera system (including smooth movement, rotation, and action cutaways) and a HUD that displays unit health, action points, and contextual action UI. Visual polish includes character animations, projectile effects, explosions, screen shake, and world‑space UI for feedback, all driven by decoupled gameplay events.
From a code‑architecture perspective, the project emphasizes separation of concerns and extensibility: gameplay logic is kept independent from animation and UI, and a shared BaseAction pattern plus C# events/generics allows new actions and units to be added without modifying core systems. This makes the prototype a strong foundation for scaling into a larger tactics game or reusing pieces (grid, pathfinding, turn manager, action system) in other strategy projects