Projects · personal · 2024

Snowboarder Game (Unity)

A physics-based sidescrolling Unity game where the player controls a snowboarder through a level using rotation and speed boosts.

Role
Sole Developer
Period
1–15 Jul 2024
Duration
14 days
Status
Shipped
Category
personal

Gallery

Snowboarder gameplay

Tech Stack

Unity 2022.3.34f1 C# Cinemachine

Overview

This project continues my game development journey and showcases a moving physics-based sprite on a sidescrolling platform. The aim is to complete the level without dying — the death condition is the player sprite’s head making contact with any surface. Rotation and speed boost controls allow the player to perform flips off the slopes.

Approach & Architecture

The game is built in Unity 2022.3.34f1 with C# scripting and Cinemachine for the camera.

Gameplay mechanics:

  • The goal is to complete the sidescrolling level without dying
  • There is currently no points system or way to compare progress between players
  • Level completion is determined by passing the green flag at the end of the level
  • The player controls the snowboarder by:
    • Rotating the sprite in mid-air
    • Boosting speed while on the ground
  • Higher speeds before a ledge produce longer air time and more flips — flips could form the basis of a future scoring system (e.g. points per flip completed)

Separate head collider: The snowboarder has two colliders — a body collider for general physics interaction with terrain, and a dedicated head collider. Only the head collider triggers the death sequence, making it possible to graze surfaces with the body without dying.

Development & Learning

This project was built following an online course that explained key Unity concepts and provided the base assets.

Build order:

  1. Ground sprite and snow texture using Unity’s Sprite Shape tool to create organic terrain
  2. Player sprite with movement mechanics — adjusting physics values for rotation and boost; added the separate head collider for the death condition
  3. Death sequence and win sequence — both cause the scene to reload, returning the player to the start of the level
  4. Environment sprites added for visual depth
  5. Particle effects for three states: win, death, and touching the snow surface

Results

  • A complete, playable sidescrolling level with a working win and death sequence.
  • Physics-based movement — the player controls the snowboarder by rotating in mid-air and boosting speed on the ground.
  • Separate head collider that independently triggers the death sequence on impact.
  • Particle effects for win state, death state, and snow contact.
  • Cinemachine follow camera tracks the player smoothly through the level.

Reflection

Key Unity concepts covered in this project:

Sprite shapes — creating organic terrain (snow slopes) using Unity's Sprite Shape tool rather than flat tile-based geometry.

Edge colliders — applying physics boundaries to sprite shape terrain so the player character interacts naturally with the surface.

Cinemachine follow camera — attaching a camera that tracks the player automatically through the level without manual scripting.

Scene management — handling scene reloads on both the win and death events cleanly.

Particle effects — creating contextual visual feedback for different game events (win, death, snow contact).

Introduction to sound effects — hooking audio into game events for basic feedback.

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I'm looking for my first software engineering role and open to conversations about engineering, collaboration, and interesting problems. I read every message.