Project Nighted is a 3D first-person shooter set in an empty, night-shrouded city. Players navigate through this urban landscape to reach their final destination and retrieve an info capsule. Throughout the game, players must collect ammo & health capsules while evading a relentless robotic army.
Timeline
2 months
My Role
Programmer, Designer
Tools
Unity 3D, Adobe Creative Suite, GSuite
Platform
PC
Genre
First Person Shooter
Team Size
Individual Project
The robotic army of M.Corporation, tasked with "guarding" the night, has been behaving oddly. You've received intel indicating their plans to overthrow democracy and seize control of the world. Project Nighted takes place at night when street security is at its highest, but the headquarters remain nearly unguarded.
Successfully completed the game individually.
Programmed the entire gameplay, which includes:
Collectible system
Ammo System
Radar
Health system
Enemy AI
Designed and balanced the game system.
Designed the level & map for the game.
Designed and implemented the UI and HUD.
Polished the game with post-processing and adding game juice!
Players will be spawned at their base camp & will start their journey towards the headquarters.
Players will face waves of enemy who will attack them if they are in the range.
Along the journey the player can collect ammo and health boxes that are present in the level.
Strengthened ability to manage and organize a solo project from start to finish.
Learned to optimize performance for smooth and efficient gameplay.
Acquired skills in testing and debugging to ensure a high-quality game.
Enhanced programming skills by implementing game mechanics.
Improved problem-solving abilities by tackling development challenges individually.
Worked on game design principles, balancing gameplay elements and player experience.
Project Nighted is a solo programming experiment. My goal was to personally own every layer of implementation: state machines, animation systems, UI, SFX, and AI behaviors. Rather than specializing in one area, I deliberately spread across the full stack to understand how each system connects and compounds within a functioning game. It was less about the end product and more about building a mental model of game architecture from the inside out. Learning not just how to write code, but how to structure it in a way that scales.
The project lives close to my heart precisely because it's unfinished. Given more time, I'd love to return to it and develop the level design and world further. I would love to translate that programming foundation into a more realized play experience. For now, it stands as one of my most valuable learning exercises and a reminder that understanding the full complexity of a game, even a small one, is anything but simple.