DESCRIPTION
ONAR is a 3D fighting game that captures the spirit of PS1-era fighters like Tekken 2 and Battle Arena Toshinden for modern players. Developed in Unity and released on Steam Early Access in August 2024, ONAR delivers a pick‑up‑and‑play experience while introducing new mechanics that set it apart from traditional fighters.
At the heart of the game is the Depth Block system — a tactical mechanic where correctly predicting and blocking attacks from the correct direction builds a Depth Meter. This meter accumulates attack damage, rewarding defensive play with offensive potential. Complementing this is a belt‑based progression system in Tournament mode, where higher ranks amplify damage output when paired with Depth Meter progress.
ROLE
As the lead programmer on a three‑person core team (with occasional freelancer support), I was responsible for turning ONAR’s combat concepts into a playable reality. Working closely with the director/designer and animator, I implemented the majority of the combat mechanics that define the game’s feel.
My contributions included:
• Developing responsive attack systems and player input for tight, rewarding combat feedback.
• Building an IK system for natural foot placement and character orientation during fights.
• Implementing enemy behaviours such as attack routines, evasion logic, and proximity‑based decision‑making.
• Integrating character animations into gameplay systems and fine‑tuning timing to ensure smooth transitions, responsive hit reactions, and consistent combat flow.
• Designing and implementing interface elements, along with custom sound effects to enhance player feedback.
• Supporting balance and design discussions, translating creative ideas into impactful gameplay features.
My contributions included:
• Developing responsive attack systems and player input for tight, rewarding combat feedback.
• Building an IK system for natural foot placement and character orientation during fights.
• Implementing enemy behaviours such as attack routines, evasion logic, and proximity‑based decision‑making.
• Integrating character animations into gameplay systems and fine‑tuning timing to ensure smooth transitions, responsive hit reactions, and consistent combat flow.
• Designing and implementing interface elements, along with custom sound effects to enhance player feedback.
• Supporting balance and design discussions, translating creative ideas into impactful gameplay features.
CHALLENGES
ONAR was both my first fighting game project and my first major game development endeavour. The genre’s complexity — from precise timing systems to balanced mechanics and responsive controls — presented a steep learning curve.
This challenge became one of my most valuable growth experiences as a Unity developer. It pushed me to adapt quickly, problem‑solve under pressure, and embrace iterative development as a way to refine and polish gameplay. The process reinforced resilience and the importance of bridging design intent with player experience.
TECHNICAL
• Engine & Programming: Unity3D with C# scripting for core combat mechanics, player input, animation integration, and UI systems.
• Animation Integration: Worked closely with the animator to align animation timing with gameplay logic, ensuring responsive transitions and natural combat flow.
• Development Approach: Iterative design with frequent playtesting and team feedback to fine‑tune balance and responsiveness
• Animation Integration: Worked closely with the animator to align animation timing with gameplay logic, ensuring responsive transitions and natural combat flow.
• Development Approach: Iterative design with frequent playtesting and team feedback to fine‑tune balance and responsiveness
SCREENSHOTS