Collateral

resume

Collateral is a game developed in Unity during the third year of my Game Design program, as part of our annual team project. The assigned theme was "Trace", which we interpreted through gameplay mechanics focused on consequences, memory, and visible aftermath.

project developed in 2019

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Collateral is a third-person action game developed in Unity as the annual team project during the third year of our Game Design program at ICAN. The assigned theme was “Trace”, which we explored by designing a game where enemy behavior evolves based on the player’s past actions.

The project originally began as a hunting simulation where the player would embody a predator in a natural environment, tracking prey through environmental clues. I initially served as the Lead Level Designer, responsible for the whitebox and full documentation. However, following a reboot in February 2020 and a reduction in team size, I transitioned into the role of Lead Developer.

The reimagined version became a combat arena game where the player controls a levitating entity capable of manipulating objects — including rocks, vegetation, and enemies themselves. With each round survived, enemies remember how the player previously fought:

  • If the player often throws enemies at one another, new enemies mimic this tactic to close the distance faster.
  • If the player relies too much on rocks, the next wave introduces shielded enemies to counter this approach.

This system forces the player to stay creative, adapting their strategy each round — making every action a lasting trace that shapes future encounters.

My Work

Level Design

As the Level Designer, I:

  • Designed the initial hunting game environment and gameplay flow.
  • Produced the complete whitebox and Level Design Documentation for the first version of the project.
  • Refactored the arena layout to fit the new combat-focused gameplay loop.

Development

  • Developed core mechanics including levitation, enemy manipulation, and adaptive AI behavior.
  • Implemented a memory-based system that alters enemy behavior based on the player’s previous strategies.
  • Handled wave progression, timing systems, and combat logic within Unity.

Technical & Visual Integration

  • Integrated all visual and gameplay assets into the engine.
  • Created basic visual feedback systems (e.g., enemy aura, object levitation trails).
  • Maintained performance stability across evolving game iterations.