Mighty DOOM was a mobile rogue-like single stick auto shooter developed in Unity with a REST based backend. The game featured the Mini Slayer character, a toy-like version of Doomguy, progressing through various levels in a roguelite play style. Players navigated through levels filled with enemies and environmental challenges, earning temporary upgrades to enhance combat. Several enemy designs from the Doom franchise were adapted to a toy-like art style and players could use the glory kill system to generate health pick-ups. Players could permanently upgrade the mini slayers weapons, armor and launcher with currency and items found during gameplay. Mighty DOOM featured monthly themed content updates.
I was a senior programmer on Mighty DOOM and had impact on a wide variety of game systems and content. If it existed on the client side I probably touched it at some point. I built the original UI system, an audio system to simplify use of Unity's audio, inventory systems, addressables handling and optimization, object pooling, various game modes, performance profiling and optimization, localization, level and asset loading and unloading, various gameplay vfx and camera systems. I developed tools for QA and design to be able to rapidly test and balance weapons, armor, enemies and levels allowing them to view and edit almost any aspect of the game while in gameplay through custom unity windows, inspectors and in game debug windows.