Black Tide: Forsaken
C#
Unity
Developing an open-world action RPG as part of a two-person team, taking responsibility for gameplay programming,
systems architecture and level design. Engineered modular systems for player movement, interaction, inventories, item
containers, quests, conditions and effects, environmental events, UI, audio and world simulation. Applied component-based,
interface-driven and data-oriented design principles so that new items, quests, interactions and narrative content can be
added through reusable configurations rather than bespoke code. Designed and built a historically and geographically open
world containing settlements, explorable interiors, terrain, vegetation, dynamic lighting, weather and tidal environments.
Profiled and optimised the game using occlusion culling, level-of-detail systems, instancing and structured content workflows
to maintain performance while supporting continued expansion.