INANIMA
2D Pixel Art Survival Horror · PC / Nintendo Switch
Top-down survival horror combining classic inventory management and tactical combat with modern dynamic systems.
Lead Developer & Programmer
Solo programmer handling full game architecture, console optimization, custom lighting, and core gameplay loops from concept to release.
Core Stack & Target
Unity URP · C# · IL2CPP / AOT · PC & Nintendo Switch
Technical Highlights
- Dynamic Difficulty (DDA): Event-driven tension scaling tracking 7 custom survival-horror metrics.
- Console Optimization: Strictly LINQ-free code architecture compliant with Switch AOT/IL2CPP constraints.
- Decoupled Enemy AI: Spatial proximity logic utilizing batched
Physics2D.OverlapCircleAll. - Damage Pipeline: Zone multipliers, critical hits, and precision factors resolved at a single pipeline entry.
- Serialization & Saves: Binary/JSON data serialization with state validation for room transitions.
- Rendering & Camera: Custom URP 2D lighting, dynamic candle mechanics, and pre-calculated rebaking during loading screens.
