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Action game · solo project

Blood Sword

A first-person action game inspired by Sekiro, with a horror atmosphere: you swing the sword by moving the mouse, deflect, break the enemy’s posture and finish them off.

Condensed playthrough, with in-game sound (ambience, impacts, deflections), no music.

Fact sheet

Engine
Unity
Year
2026
Duration
1 month
Team
Solo
Platform
Windows, browser (WebGL)

Tools & technologies

  • Unity 6
  • C#
  • JSON
  • Blender
  • Photoshop
  • Retro Shaders Pro

My role

Solo project

  • Combat design: directional attacks, deflection, posture, executions
  • C# programming of the player, enemies and boss, with attack windows driven by Animation Events
  • Data externalised to JSON, with an export tool built into Unity
  • Replayability: randomised enemy attacks and spawns
  • About a dozen low-poly 3D models in Blender, vertex-coloured, with clean topology and no n-gons, including a modular wall kit used to build the house in Unity
  • Level design of the opening: guiding the player through staging rather than instructions
  • The player’s sword animations, in Unity
  • Audio integration: sound effect manager and catalogue

The brief

A solo project set by our teachers, with two constraints: externalise part of the game data and make some of the 3D models in Blender.

Combat

Holding the left mouse button (LT on a controller) enters combat mode; you then strike left or right with the mouse or the right stick. Striking on the opposite side at the right moment deflects the enemy’s attack and raises their posture; a broken posture opens up an execution.

Data outside the code

Player settings, enemies, spawn points and quest steps are read from JSON files, so the game can be balanced without recompiling. A Unity tool places spawn points and exports the JSON in one click.

Art direction

A dark horror atmosphere (night, fog, the player’s torch) and a PSX-style render: vertex-coloured low-poly models and palette-indexed textures, inspired by King’s Field. The textures’ normal maps were generated with the NormalMap Online web tool.

Guiding without telling

The opening is composed so that players know where to go without being told. In the foreground, the sick father and the game’s only dialogue: it sets the context, explains how to fight and sends the player to the sword at the foot of the big tree. In the background, through the window, the sword is already visible. And on stepping out of the house, the big tree stands straight ahead.

What’s next

A reworked version is planned: upward and downward strikes, and better attacks when two enemies go after the player at once.

Good to know

AI disclosure

AI-assisted code.

Third-party assets

Enemy animations (including Mixamo animations), some of the 3D models and environment, visual effects and sounds come from asset packs. The PSX-style render relies on Retro Shaders Pro. The posture gauge reuses the visuals, and very slightly the code, of an existing asset.