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Unity Projects

My projects created for my game genre development course. Utilizing C#, Visual Studio, and other programs, I was tasked with creating a project for a specific genre. These are the current versions of what I have that I will add upon with art and a refinement of current mechanics.

Overpowered


A side-scroller where combat and movement are combined into a single mechanic.


In this game, you jump on enemies and attack them in order to move and complete levels.


Things I learned:


  • The finicky nature of Rigibody physics.

  • The nature of triggers and colliders.

  • Level Design fundamentals.

  • Better time management capabilities involving producing art.

  • The need for better methods for handling menus without changing levels.


Link to Game Build



Link to Github Repository

https://github.com/GarrettMcNaLang/OverPowered_McNamaraLang_GGD


DogFight


A Galaga-styled shoot-em up where you play as a WWII fighter.


The player will be able to move left and right and be able to shoot and fight enemy planes.


Things I learned:

  • Object pools for my enemies and projectiles.

  • Polymorphism and inheritance.

  • Event systems and Actions.

  • Enemy AI.

  • Game Management for game rounds and menus.

  • Needed better art software than GraphicsGale.


Link to Game Build



Link to Github Repository

https://github.com/GarrettMcNaLang/DogFight_McNamaraLang


Cubement


A puzzle game inspired by the puzzle game Gem Setter by OneFin.


The player will be a cube, who's goal is to move perfectly onto a checkered space in each level.


Things I Learned:

  • Movement systems for WASD keys.

  • Tilemaps for placing prefab gameObjects.

  • Art in Aesprite.

  • The Power of OnTriggerStay.

  • Systems for detecting surfaces and allowing specific functionality.


Link to Game Build



Link to Github Repository

https://github.com/GarrettMcNaLang/CubeMent


ParaNightmare


A 3D first person shooter where you hunt and eliminate ghosts using a flashlight.


The player's goal is to eliminate all the ghosts and proceed to the exit.


Things I learned:

  • Universal Render Pipeline (URP) and lighting.

  • Cinemachine plug in for first person camera movements.

  • To be wary of using cinemachine without considering other cameras.

  • Unity 6 and the Enhanced Input System.

  • Incorporating sounds and editing sounds in Audacity.

  • Using ProBuilder to create the main level.

  • How to reset a level upon exiting the game (a last minute process that will be improved upon in the future).


Link to Game Build



Link to Github Repository

https://github.com/GarrettMcNaLang/ParaNightmareProject





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