Neon Override is a survival roguelite shooter where you play as a synthetic consciousness trying to break free of your digital cyber-prison. The project best exemplifies my strengths as a technical designer with natural instincts for good game feel.
pw: N30n!24
What I Worked On
- Managed a team of seven full-time developers and one community developer contractor.
- Designed, programmed and tuned the moment-to-moment combat, including player movement, weapon behaviours, secondary weapon abilities, status effects, auto-firing abilities, enemy AI, and collectibles.
- Designed and programmed a custom enemy spawner. The spawner generates “currency” over time that it attempts to spend on enemies. Enemies are all assigned a cost and difficulty tier, which allows customization of which enemies are eligible to spawn in the current level and in what quantity. Certain enemy types can be weighted to be chosen more frequently in the current level, and enemies can be instructed to spawn in clusters or spread out.
- Tuned the enemy health and damage scaling to appropriately maintain difficulty as player power increases during a run.
- Designed and programmed boss attack patterns and telegraphs.
- Designed and programmed an alternative wave objective that requires players to destroy designated enemies in order to collect and deposit data cubes.
- Designed and programmed the combat HUD to show player health, weapon ammo and reload time, and player dash charges and cooldown.
- Designed and implemented class archetypes and abilities.
- Designed, implemented and tuned the shop economy. Stats and upgrade abilities are assigned relative weights which are used to determine their appropriate rarity and cost in the store.
- Designed and implemented quest triggers to unlock new class archetypes.
Designed to be beaten in ~20 minutes, our demo has a median playtime of over 1 hour, with some players playing over 10 hours!





