Endless Hallways

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.

Project File Folders →
Status Completed Prototype

Five-week Unity coursework project that grew into a playable hallway-loop exploration build.

Build Type Course Prototype

Game Technologies project developed through weekly engine-learning milestones.

Engine Unity

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.
SystemDetails
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.
SystemDetails
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.
SystemDetails
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.
SystemDetails
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.
SystemDetails
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

Technical Focus

UnityC#Player ControllerCamera SwitchingProjectile ShootingRaycastingNavMeshAgent AIProBuilder Level DesignShader GraphParticle EffectsPost-ProcessingAudio SettingsPlayerPrefsMenusWindows Build

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