DESCRIPTION
ONAR is a 3D fighting game that captures the nostalgia of PS1 classics like Tekken 2 and Battle Arena Toshinden in a reimagined form for modern gamers. Made with Unity and launched on Steam Early Access back in August 2024, ONAR offers an easy pick-up-and-play fighting experience with new mechanics separating it from the traditional fighters.
The character-defining aspect of the game is the "Depth Block" system—a tactical system where players who correctly predict and block attacks from the correct direction build up their "Depth Meter." This meter accumulates attack damage, rewarding players for defensive play with offense. A backup system is a belt-based performance upgrade system in Tournament mode, where higher ranks enable increased damage potential when paired with Depth Meter progress.
ROLE
Working as a Developer on the three-person core team (with the occasional freelancer support), I was the lead programmer responsible for bringing ONAR's combat idea to life. Always close in communication with our coder/designer/director and animator, I coded most of the combat mechanics that give the game its genuinely unique feel. My primary contributions included developing responsive attack systems and player input that offer tight, rewarding combat feedback, adding an IK system for natural placement of feet and natural character orientation during combat, and implementing smart enemy behaviours like attack routines, evasion algorithms, and proximity-based decision-making. I collaborated closely with our animator to seamlessly integrate character animations into gameplay systems and created and implemented several interface pieces, including custom sound effect design for enhanced user feedback. Aside from technical implementation, I was extensively involved in balancing the game and developing creative concepts, bringing them into impactful gameplay features and making sure to bridge the design ideas with player experience.
CHALLENGES
ONAR represented a significant milestone in my development career—both my first fighting game project and my first major game development endeavor. The complexity of the fighting game genre, with its intricate timing systems, balanced mechanics, and precise controls, presented a steep learning curve that demanded rapid skill acquisition and constant adaptation.

This challenge transformed into one of my most valuable growth experiences as a Unity developer. Navigating unfamiliar territory while maintaining quality standards taught me resilience, problem-solving under pressure, and the importance of iterative development in achieving polished results.
TECHNICAL
Engine & Programming: Unity3D via C# scripting for all core gameplay mechanics, player input systems, and UI actions
Audio Production: Audacity for the editing and development of sound effects and audio post-processing to provide unified audio-visual feedback during the combat experience
Development Approach: Iterative design with frequent playtesting and incorporation of team feedback to polish gameplay balance and responsiveness
SCREENSHOTS

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