
- Role: Programmer
- Team Size: 8
- Game Engine: Unity
- Tools: Jira, GitHub, Discord
- Development Time: September-December 2025 (11 Weeks)
Jet-Tron is a top-down Real Time Strategy (RTS) game made for the VFX/Virtual Studio module, “CheddarCat”. I contributed significantly to this project, my largest contribution was implementing the player and enemy behaviour systems, controlling how the units move and attack one another. I also contributed to work on the User Interface (UI), such as the HUD and highlighting system, and the implemented several card actions.
The development on this project taught me a lot of new skills, particularly about agile workflow and working in sprints on software like Jira. I also gained experience in working with large teams, since my previous projects involved working in smaller teams.
My Contributions
Player Movement:
The most visible mechanic I worked prominently on. I wrote the code that makes the player character move around the map, moving to where the player clicks with their mouse and limiting their moves to one per turn.
Enemy Behaviour:
Similarly, I also created the behaviour systems which allow the enemies to move and battle with the player. I wrote the code that makes sure the enemies act once per turn and the weighting of their decision making.
User Interface:
I implemented the buttons created by our art team and programmed their functionality. Connecting the turn button to the systems which manage the turn based gameplay and connecting the health and stamina bars to their respective values on the player character.
Crosshairs:
I implemented the crosshairs drawn by our art team and designed the system where the crosshair changes appearance when using different types of weapons.
Highlighting
I created the mechanic where enemies are highlighted in blue when the mouse hovers over them. Creating this lead me to learning about systems in Unity which I hadn’t interacted with before, such as physics materials.
Cards
Although I was not heavily involved with the card mechanic’s creation, I was given the task to create several card actions myself later in the project. I was able to familiarise myself with the custom systems the card actions use to function, which shows my adaptability and ability to understand complex mechanics quickly.