Neon Frontline

A fast-paced top-down prototype exploring encounter rhythm, enemy telegraphing, and combat sandbox clarity.

Year

2025

Roles

Gameplay Programmer

One-liner

Tactical arena prototype focused on responsive combat readability

What I Did

  • Implemented ability framework with cooldown, cast windows, and interruption states.
  • Built enemy behavior layers for flanking, retreat, and pressure cycles.
  • Instrumented combat metrics for time-to-kill and dodge success tuning.

Case Studies

Readable Enemy Pressure

Problem
Players misread incoming attacks in dense encounters.
Approach
Paired animation anticipation windows with color-graded danger indicators.
Impact
Improved dodge timing consistency and reduced perceived unfair hits.