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Affaf Imran
All Work

01

Elysium

Unity · Multiplayer · Mobile / WebGLLead developer

Elysium, primary view

01Context

A 3D PvP and PvE creature battler built for mobile and WebGL, led from architecture through to platform delivery.

I was lead developer across the game's architecture and the systems on top of it (abilities, combat, AI, multiplayer and backend), and also defined the UX structure and game flow before implementing the interface in Unity.

02My Ownership

  • Architecture

  • Gameplay Systems

    Abilities · Combat

  • AI

  • Multiplayer

  • Backend

  • Tools

  • UX / UI

    Flow · Implementation

  • Level Implementation

  • Optimization

  • Technical Leadership

03Engineering Scope

Two delivery targets from one codebase (mobile and WebGL) shaped most of the engineering decisions.

Game architecture

  • Game architecture and systems structure
  • Ability and combat systems
  • Creature and AI behaviour
  • Level implementation

Connected play

  • Multiplayer
  • Backend services

Interface & flow

  • UX structure and game flow definition
  • UI implementation in Unity
  • Internal tools

Delivery

  • Mobile and WebGL release work
  • Optimization

04Battler Systems

System view / portfolio visualization: a conceptual map of how the systems relate, not the production class graph.

  1. Player Input
  2. Abilities
  3. Combat Resolution
  4. Creature AI
  5. Multiplayer
  6. Progression

Supporting services

  • UI / Game Flow
  • Backend
  • Tools

05Leading the Build

The technical lead role covered both the shape of the codebase and the systems built on it. Architecture came first because the same build had to run on mobile hardware and in a browser through WebGL, and that constraint reaches into combat, AI and asset handling rather than sitting at the end as a porting step.

The interface was treated as a design problem before an implementation one. I defined the UX structure and the game flow (how a session is entered, fought and resolved), then implemented that interface in Unity. Final visual design was produced in collaboration with an artist.

06Delivery

  1. 01Architecture
  2. 02Gameplay Systems
  3. 03Multiplayer
  4. 04Backend
  5. 05UI Implementation
  6. 06Optimization
  7. 07Mobile / WebGL Builds

07Outcome

Development reached a playable state but the project was not released.

The client project was later renamed or redirected. The engineering work (architecture, combat, AI, multiplayer, backend and the implemented interface) stands on its own.

08Visual Evidence

Elysium combat, creatures engaged on a battle arena with ability UI on screen
Combat, ability selection and resolution during a battle
Elysium creature system, creature roster and detail interface
Creature system, roster, stats and progression surface
Elysium environment, battle arena environment view
Level implementation, an arena environment in engine

Elysium case study: Affaf Imran