🚧 WORK IN PROGRESS • EXPLORE CURRENT SYSTEMS WHILE MORE ARE BEING BUILT •
Tower Defense Game
Overview
A sci-fi themed Tower Defense game developed in Unity using C#. The project focuses on scalable architecture, modular gameplay systems, enemy AI, performance optimization, and clean code practices.
GAMEPLAY
Watch the adventure unfold through real in-game footage.

🚧 WORK IN PROGRESS • EXPLORE CURRENT SYSTEMS WHILE MORE ARE BEING BUILT •
Technical Explanation
Enemy AI
A modular and scalable enemy AI system featuring state-driven behaviors, dynamic path navigation, and data-driven configuration.
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System Overview
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Modular architecture allowing new enemy types to be added easily
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State-based AI system for movement, attacking, and behavior management
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Dynamic waypoint navigation supporting multiple routes and level layouts
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Data-driven enemy stats and balancing using Scriptable Objects
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Integrated enemy tracking system for turret targeting and gameplay logic
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Built with scalability and maintainability in mind
​Turret System
A scalable turret architecture with intelligent targeting, configurable combat behaviors, and projectile-based attack systems.
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System Overview
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Configurable turret stats and behaviors using Scriptable Objects
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Intelligent enemy targeting based on range and proximity detection
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Smooth target tracking and automatic turret rotation
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Projectile-based combat with customizable weapon configurations
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Integrated communication with enemy and gameplay systems
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Optimized projectile pooling for better performance during intense battles
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​​Spawning System
A configurable and performance-oriented spawning system designed to manage enemy waves, progression, and gameplay pacing.
System Overview
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Supports multiple waves with customizable enemy compositions
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Automatically advances to the next wave when all enemies are defeated
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Randomized spawn points to create varied enemy attack patterns
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Easy wave balancing through configurable wave data
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Object pooling system for efficient enemy spawning
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Real-time wave tracking and UI updates
​Audio Manager
A centralized and extensible audio management system for handling gameplay, combat, and user interface sound effects.​​
System Overview
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Supports multiple waves with customizable enemy compositions
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Automatically advances to the next wave when all enemies are defeated
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Randomized spawn points to create varied enemy attack patterns
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Easy wave balancing through configurable wave data
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Object pooling system for efficient enemy spawning
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Real-time wave tracking and UI updates
🚧 WORK IN PROGRESS • EXPLORE CURRENT SYSTEMS WHILE MORE ARE BEING BUILT •









