
Supernova
"Supernova” Gameplay Video
Supernova is a procedurally generated mobile shoot ’em up game I’m building solo in Unity. The game focuses on dynamic enemy waves, randomized level layouts, and a scalable difficulty system, all driven by a modular prefab structure.

Digital Layout
“I designed Supernova to explore procedural systems that feel hand-crafted — using Action Blocks to control randomness and ensure playability.”








Whitebox Gallery
For this level I first made the entire thing in Maya and then imported it into Unity. From there I placed all of the enemies and pickups so I could start playtesting.






Set Dressing & Conveyance

The abandoned wharf was where cargo was taken from ships to then be transported by semi-trucks.

The flickering light as well as the highlighted ammo help draw the player towards the house. The fallen barricade on the ground also subtly points towards the entrance.

The flickering light highlights the open doorway.

Some objects have parts of their textures tinted orange to convey to the player that they are climbable.

The blood splatter shows signs of some sort of confrontation. the blood trail leads up the stairs conveying that the attacker may be upstairs.

A makeshift operating table set up as a last resort.

A makeshift shelter that was made in the wake of the zombie outbreak. The trash on the ground is laid out to draw the eye through the room to the open window.

Another group that succumbed to the zombie outbreak.

C# Scripting
One of the biggest hurdles I had to overcome with this level was to learn how to work with the zombie asset pack that made up the backbone of the mechanics. Once I figured it out it didn’t take to long to finish my remaining scripts.
Click the “Open” button below each image to open the coresponding script on github.