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Shipped Unity · C#

WildShape

A solo 2D platformer built with no class deadline and no jam clock — just an excuse to write clean, deliberate game-code architecture.

WildShape gameplay screenshot
Role
Solo Developer
Team
Solo
Engine
Unity (C#)
Timeline
2026 · Personal Project

Overview

WildShape is a small 2D Unity platformer I built on my own outside of any class or jam. No external deadline meant the goal wasn't to finish fast — it was to write the kind of clean, maintainable game-code architecture that's hard to justify under a tight deadline.

Add a fuller breakdown here of the core mechanic, what "WildShape" actually refers to, and what a level looks like.

My Contributions

  • Designed and programmed the entire game solo, including all player movement, level systems, and tooling.
  • Used the project specifically to practice clean architecture patterns (state machines, decoupled input, etc.) — add specifics on what patterns you used here.

Gallery

Devlog

Building without a deadline

Notes from the project. Newest entries first — duplicate one of these blocks to add your own.

Why I built a throwaway platformer

Write about the wrap-up here: what the finished architecture looks like, and what you'd take into the next project.

Architecture Retrospective

Movement and state machines

Write about the movement system here: how player state is structured, and a problem the state machine approach actually solved.

Programming

Starting a project with no deadline

Write about the kickoff here: why you started this project, and what architectural goals you set before writing any gameplay code.

Pre-Production