
With Runebound, my goal was to design an ambitious roguelite RPG that explores dimensional duality within gameplay for my video game development class at Cégep de Rosemont. I wanted to create a powerful narrative experience where the mage's evolution is reflected not only in his powers, but also in the game's technological transition. This project allowed me to push my Unity skills by managing two distinct playstyles within a single progression loop.
On this project, I handled all technical development using Unity and C#. I designed the basic combat system, allowing players to unlock and use a variety of basic spells and ultimate attacks linked to fire, ice, and void gems. I also programmed the transition logic between the 2D exploration phase and the 3D world, including the mechanics of flying with the glider and the special transformation into a dragon. Finally, I developed the AI for the enemies and the final boss to provide a progressive challenge throughout the adventure.
Project Gallery

My approach was to build a modular game system capable of supporting two different perspectives while maintaining consistent character logic. I used object-oriented architecture so that statistics and collected artifacts would influence gameplay seamlessly between 2D levels and the 3D environment. For the final world, I emphasized verticality and power by integrating aerial movement mechanics, contrasting with the more tactical and linear progression of the early levels.
More Projects