A 5-week Unity prototype built while learning game engine fundamentals, starting
with object manipulation and growing into a looping hallway exploration game with
shooting, enemies, shaders, particles, audio, menus, and a Windows build.
Five-week Unity coursework project that grew into a playable hallway-loop exploration build.
Build TypeCourse Prototype
Game Technologies project developed through weekly engine-learning milestones.
EngineUnity
Built with Unity systems including player control, NavMeshAgent AI, shaders, particles, audio, and menus.
Week 5 Final Build
Project Overview
Concept: Endless Hallways began as a weekly Unity learning project and evolved into a prototype about moving through looping hallways, solving a sequence, and surviving enemy encounters.
Goal: The goal was to learn Unity fundamentals through weekly feature milestones: object manipulation, player control, level design, AI, visual effects, audio, menus, and a final build.
Final Direction: The project became a hallway-loop prototype where the player must enter hallways in a specific sequence while managing enemies, arrows, pickups, and environmental clues.
Week 01 · Object Manipulation
Week 1 systemsObject manipulation fundamentals.
System
Details
Core Systems
Manipulated object position, rotation, and scale
Added button-controlled rotation states
Changed object color through RGB sliders
Saved and loaded object speed state
Unique Addition
Used the space bar to disable button functions
Triggered randomized rotation behavior
Looped scale, color, and speed changes
Combined multiple object manipulation systems into one mode
Week 02 · Player Controller + Shooting
Week 2 systemsMovement, collectables, camera, and the first enemy.
System
Details
Player Movement
Added keyboard movement with WASD
Added player rotation with arrow keys
Added jumping with the space bar
Prevented the player from clipping through walls
Collectables + UI
Added gold collectables around the level
Destroyed collectables on pickup
Updated score through UI text
Displayed extra player information through interface text
Camera + Shooting
Added first-person and third-person camera modes
Allowed the player to switch cameras with C
Added projectile-based shooting
Added raycast shooting that changes object colors
Enemy Interaction
Added an enemy with health
Displayed enemy health in the UI
Allowed projectiles to damage enemies
Destroyed the enemy when health reached zero
Week 03 · Level Design + AI
Week 3 systemsThe controller matures and the hallway loop takes shape.
System
Details
Improved Controller
Improved player look direction
Allowed shooting in multiple directions
Added free-look camera behavior
Continued refining player control readability
Designed Level
Built a designed level using ProBuilder
Created alternative hallway paths
Added a gate opened by shooting a nearby button
Used lighting to guide attention toward important information
Looping Hallways
Created a repeating hallway-room concept
Returned players to the same room after entering hallways
Preserved the player's orientation to simulate a constant loop
Built the foundation for a sequence-based escape puzzle
NavMesh Enemy
Added a NavMeshAgent enemy
Made the enemy rush toward the player within a certain radius
Prepared the system for future enemy spawning variations
Connected AI behavior to the exploration loop
Week 04 · Visual Effects + Animation
Week 4 systemsShaders, particles, post-processing, and animation.
System
Details
Shaders + Materials
Created shader graph materials
Applied shader-based textures to the level
Used a checkered floor material that went beyond default material settings
Improved the visual identity of the prototype
Particles
Added local particle effects near lights
Created snow-like particles tied to specific locations
Added global rain that follows the player
Used particles to create stronger atmosphere
Post-Processing
Added local post-processing in part of the spawn room
Used blue screen effects as the most noticeable local change
Added global post-processing through a volume
Used visual effects to make areas feel distinct
Player Animation
Added a walking animation
Created a corner-stepping movement effect
Added an idle animation with a breathing-like stretch
Made the placeholder player feel more alive
Week 05 · Audio, Menus + Final Build
Week 5 systemsAudio, menus, and the final packaged build.
System
Details
Audio
Added background music that starts when the level begins
Added a sound effect for firing an arrow
Used distance-based sound behavior for the sound effect
Separated music and SFX into adjustable volume categories
Main Menu
Created a main menu scene
Added a start button for entering the game
Added master, music, and SFX volume sliders
Saved and loaded sound settings using PlayerPrefs
Pause Menu
Added pause functionality with Escape
Displayed paused text during gameplay
Added a resume option
Added a return-to-main-menu option
Final Build
Created a Windows build
Organized the build inside the project files
Final controls included shooting, camera switching, movement, and pausing
Wrapped the weekly prototype into a playable final version
Final Controls + Technical Focus
Final Controls
Movement: WASDShoot: Right ClickChange Camera: CPause: Escape