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Birds of Impalitism

Game Overview: 

Birds of Impalatism is a Vaporwave-Inspired, momentum-based First-Person Shooter where movement doubles as combat. Set in the decaying Palamus Mall, players navigate Fast-Paced, replayable levels to uncover Maria Gomez’s cultist past through kinetic, momentum-driven gameplay.


Engine: Unity
Platform: PC
Type: Summer Project

Team size: 5-8

Duration: 2 Months
Tools: Unity, Trello, GitHub
Role: Technical Designer

Build: Itch.io

Snapshots

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Gameplay & Features:

  • Momentum-based FPS combat where movement triggers your CD launcher

  • Multiple CD types, each with unique effects on movement and bullets

  • Short, puzzle-like levels built for replayability and speedrunning. Free the ghosts. Face the past.

Process

Goal: Designing the Save System

The goal was to create a save architecture that preserved player progress, collectibles, and environmental state across multiple scenes while maintaining design flexibility for future systems. I focused on defining how different subsystems like batteries, world flags, and goggle chunks communicate through a unified data model that balanced simplicity, scalability, and reliability.​

  • Broke the system down into separate progression scenes, ensuring each area tracked its own state and could be reloaded without affecting others.

  • Mapped out how elements like player position, collected items, and unlocked areas would be recorded and restored across sessions.

  • Created a design doc blueprint for how different components interact with player data, world objects, and created a legend to help other designers understand system flow.

  • Focused on keeping the design scalable, so future content or mechanics could be added without rewriting the entire system.

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Goal: Programming the Save System
The goal was to bring the design to life by implementing a reliable, lightweight system that saved and restored the player’s state seamlessly between scenes. Each step of development focused on making the system readable, efficient, and easy to expand.
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  • Built a save controller that stored player data, such as position, collected items, and world flags, whenever the player reached a checkpoint or exited a scene.
     

  • Programmed each subsystem (battery tracker, goggle chunks, and world flags) to report their state back to a unified save file for consistent restoration.
     

  • Created an automatic loading process that reconstructed the world each time a scene was entered, allowing the player to pick up exactly where they left off.
     

  • Implemented safeguards against data corruption by validating save files and resetting invalid entries to prevent errors.

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My contributions to the team:

  • Designed and implemented Core Systems with a cohesive structure for player Progression, Saving, and Narrative Flow.

  • Built a Save/Load System to persist Player Stats, Dialogue Progression, and Lore Collection, ensuring continuity across play sessions.

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  • Collaborated across Design and Programming disciplines to align technical Implementation with narrative intent and user Experience goals.​​

  • Designed the Dialogue System’s logic and interaction flow to strengthen story delivery and Player Immersion.

Contact Me!

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