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Inner

Description

I made a cooperative pinball defense game focused on tight, responsive player interactions and coordinated enemy repulsion.

Duration

Engine

2025 April (3-week project)

Unity 3D

Genre

Co-op, FPS, Pinball

Platform

PC

Position

Overview

Inner is a chaotic co-op pinball shooter in which one player shoots the enemies and the other defends the other while keeping the game going. The game was designed to encourage coordination under pressure

Core Loop & roles

Player 1

  • First Person Perspective

  • Aim & Shoot

  • Move & Dash

Player 2

  • Overview of Map

  • Redirect Balls

  • Shield Player 1

System Diagram

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By dividing responsibilities between first-person offense and environmental defense, the core loop challenges players to synchronize their actions and adapt quickly under pressure, reinforcing the game's focus on dynamic, team-based gameplay.

Systems & implementation

The focus of this game was to build strong co-dependencies between players without relying on in-depth tutorials. To accomplish this, I designed a system of layered feedback using shared resources, reactive visuals, and real-time input signaling

Synchronized Ui Feedabck

HP Feedback​

Shield Feedback

A synchronized health bar visually linked both players’ survival, while damage indicators and color-coded screen flashes provided spatial awareness. Player actions triggered both local and remote feedback. For example, when Player 2 activates the shield ability, Player 1 receives a clear visual cue, allowing them to act confidently, knowing they are protected. These systems were implemented using Unity’s event-driven architecture and modular scripts, ensuring scalability and low coupling across gameplay components.

Technical ARt

To create a distinct visual identity, I developed custom materials, shaders, and post-processing effects in Unity’s Universal Render Pipeline (URP).

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By combining edge detection, posterization, custom shaders and Snapshot Shaders, I was able to generate a neon-lined aesthetic where forms are defined by vibrant, shifting outlines rather than traditional shading. This approach transformed the pinball arena’s organic structures into something futuristic, vaporwave-inspired, and strangely surreal without leaning into grotesque horror.

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Additionally, I introduced playful bursts of stylized "blood" effects whenever players struck the arena or enemies, adding a layer of irreverent immersion to the gameplay.

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