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Pillar Void
A third-person roguelike action-horror shooter set within an unsettling liminal world of hostile, shifting spaces.


A liminal world built to unsettle.
Created with Unity, C#, and UI Toolkit.
- Unity
Chosen as the project’s original engine because it was the environment I knew best, allowing me to begin experimenting with Pillar Void’s liminal spaces, action systems, and atmosphere immediately.
- C#
Used to build the game’s interconnected gameplay systems and push my fluency with the language. Early architectural decisions coupled those systems far too tightly, however, and attempting to untangle them later exposed how difficult the project had become to revise without breaking existing behavior.
- UI Toolkit
Used to begin developing the player HUD after an earlier attempt during Asteroid Destroyer proved too unstable. Returning to the more mature toolkit made the process substantially smoother and provided conveniences that would have required far more manual work in Unity’s older UI system.

Project link
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