Elementium: Secrets of the Arkain is a university team turn-based roguelite. This project is about implementation depth and systems architecture, not full design ownership.
Project context
- Status: Shipped
- Platform: PC
- Genre: Turn-Based Roguelite
- Engine: Unity (C#)
- Team context: University team, graduation project (Graduation Project I & II). I was the team's sole programmer, in a code base of 189 commits and 106 scripts.
- Link: itch.io page
My role and responsibilities
- Wrote all of the team's code as sole programmer, by hand, without AI assistance
- Built technical structure for interconnected features
- Worked across combat and progression-related support systems
- Implemented spell, enemy, and boss functionality
- Contributed to animation/VFX support and UI scripting
Scope and ownership note
This project should be read as implementation-heavy contribution inside a team production. I did not own the full game vision or all design decisions.
Technical systems focus
The key challenge was keeping interconnected systems reliable and maintainable as feature complexity increased.
I worked in areas including:
- spell behavior and casting flow support
- enemy and modifier-related systems
- inventory and combat-adjacent gameplay structure
- UI integration for gameplay-facing information
Outcome and lessons
Elementium is a major growth milestone in handling systemic complexity. It strengthened my ability to support design-heavy gameplay structures through practical architecture and implementation.
Main lessons:
- clean system boundaries reduce integration issues
- implementation decisions directly affect system readability
- technical support work is crucial for design-heavy projects
