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Unity Game Developer • Unbreakable Interactive

Running Late

PCWebLinuxAndroidiOSReleasedCompany • Unbreakable Interactive

About the Project

Fast-paced 2D platformer released on Steam where you sprint through procedurally assembled levels, chasing tight controls and speedrun-friendly flow.

Key Contributions & Engineering Responsibilities

  • Engineered a deterministic procedural generation system using Seeds for speedrunning and leaderboards.
  • Decoupled animation logic from Unity's state machine, driving visuals purely via 2D physics for perfect Game Feel.
  • Architected a modular UI system and a comprehensive telemetry pipeline for data-driven level balancing.
  • Implemented cross-platform hybrid input and native plugins for seamless PC, Android, and iOS deployment.

Engineering Impact & Measurable Outcomes

  • Released commercial product on Steam
  • Procedural level chunk generation & gap fixes
  • Input buffering & coyote time physics tuning
  • Steam API & telemetry integration
Genre & gameplay: Running Late is a fast-paced 2D platformer focused on speed, precision, and replayability. Levels are procedurally assembled from modular chunks, creating varied runs with gaps, hazards, and platforming challenges tuned for quick restarts and speedrunning. My contributions: Co-led the technical development, transforming a prototype into a production-ready, scalable codebase. I implemented a deterministic procedural generation system based on Seeds (`RandomSeedController`), allowing players to share exact levels and compete on local leaderboards. To achieve perfect 'Game Feel', I decoupled the animation logic from Unity's visual state machine, driving the `Animator` directly via pure physics variables and rigidbodies to eliminate visual sliding. I architected a modular, decoupled UI system managed by a central `UIManager` and created reusable UI feedback components. Furthermore, I built a comprehensive telemetry and analytics pipeline (`AnalyticsManager`, `LevelLogger`) that tracks player death coordinates and completion times per seed to balance level difficulty. Finally, I ensured the project was cross-platform from day zero, implementing a hybrid input system and native plugin integrations for seamless porting between PC, Android, and iOS.

Technologies

UnityC#Steam APIPCLinuxAndroidiOS

Categories

GamesUnityPCSteam

Video Demonstration

Development Timeline

2025

Early Prototype

Initial 2D platformer prototype demonstrating basic mechanics, procedural generation, and game feel tests.

2026 - PresentRelease Build

Steam Release & Speedrun Engine

Full commercial release with overhauled visuals, decoupled 2D physics animation engine, cross-platform hybrid controls, and Steam leaderboards.

Project Media Gallery