Kálmán Pajcsics

Unity Developer / Game Designer Portfolio

Shiver Thy TImbers

A top-down stealth action game where the player has to haunt a pirate ship by collecting items and activating different types of traps.

Contingency 17

An FPS 3D platformer where the player explores an abandoned research facility filled with gravity anomalies that the player must use or avoid.

Spoken Tower

A mobile game I worked on during my internship at Say It Labs. It is a top-down action rogue-like designed to help children with speech disorders.

About Me / Contact


Spoken Tower


I worked as a Unity developer on this project during an internship at Say It Labs in Belgium. It is a rogue-like game designed to help children with speech disorders.It is still not a finished game, but I was allowed to show some parts and share my details about my work on the project.

My responsibilities on the project

I worked on many tasks such as:

  • Bug fixing

  • Implementing art assets

  • Implemented player (animations, sounds, VFX) feedback

  • Creating enemy behaviours using a behaviour tree

  • Created UI functionalities

  • Worked on many small systems

Next to the smaller tasks, I had three major assignments that involved refactoring or creating core systems for the game during my internship.

Spell System or Active Item System

This was a mechanic similar to how active items work in Enter the Gungeon or Binding of Isaac. Players can pick up power-ups as room rewards, and this system was responsible for how spells worked. Other power-ups had an immediate effect, but spells were something the player stored and could use later, or pick up a new spell and switch to it.

I created the Spell Manager, which is responsible for holding and removing spells, calling the spell's logic, and informing the Spell UI.The UI button was responsible for the visuals of the player holding a spell and calling the manager when the button was pressed.I created the spell power-up and all the base spell scriptable obejct to keep track of the spell's data.This feature was cut from the game, so I can show the code I wrote here:

Saving System

This was the largest system I worked on during the project. I created a class that stored all the information and saved that class as a JSON file.The actual data saving part was very simple, but the difficulty of the task came from getting all the needed data and using the loaded data. The room rewards and the rooms were randomly selected from a folder, so I had to make changes to the system so that specific rooms and rewards could be getable.I also had to create an alternative way of loading the game so that it is loaded based on the saved data and not the default data.

Room rewards and Special rooms

This was the system that decided what type of rewards should be offered from the doors that led to the next rooms, and if a special room could spawn. I designed all these systems in a way that allows new rewards and special rooms to be easily added by simply placing a new game object in the corresponding folder.


Shiver Thy Timbers


I worked as a Level Designer on this project in a team of 6 students during my final semester of studies.

Concept

A top-down stealth action game where the player has to haunt a pirate ship. The player has to spread paranoia by scaring the pirates. To scare a pirate, the player has to find items that can be used to activate traps. When a pirate walks into a trap they get stunned and the player has to scare them.

Prototyping

We started from a smaller project that was created to propose the idea to the teachers. I did all the programming for this, and my coleader did all the art assets.

In the first version, the player had to use different abilities to scare pirates until they jumped off the ship. There were single-target and area-of-effect abilities that the player had to line up to catch multiple pirates. There were a limited number of uses for each ability, so the player had to be smart about how to use them.When the project was approved and our team increased from 2 to 6 people, we together decided to take a different approach and have the player collect items that will activate traps.

First Level

After a lot of testing and input from the enviroment artists this was the end result:

Second Level

We planned on making two levels with two different moods. We did not have the time to make two completely different levels, so I decided to reuse the first level, but with a cuple things changed.


Contingency 17:
Icarus Gate


This project was made during the Into Games Level Design Sprint hosted by Oliver William Walker. It was a three-week-long series of online lectures where participants were tasked to plan and create a short level in FPS view, inspired by Valve's games.

Final Version

Reveal of the central area.

Reveal of the central area.

Using the ingredient

First, the ingredient is teased in an inaccessible tube.

Now that its mechanic is introduced, the players have to avoid it.

Then the players learn their function by getting pushed into a hole.

Here, they learn to use the ingredient for platforming.

Other Games

These were my two best games, but I have worked on many other university assignments, personal projects, and game jam games. They all can be found here:


About Me

I am Kálmán Pajcsics, a Hungarian Game Designer and Unity Developer. After completing my Unity Developer internship at Say It Labs, I graduated from Digital Arts and Entertainment in Belgium. I am passionate about crafting systems, guiding players, and creating fun game mechanics.

Technical Skills

Unity Engine

  • I am on the upper end of intermediate level with the engine and C#

  • Used it during my internship

  • I used it for almost all my projects

Game Design

  • In my most of my projects I took the role of a game designer or level designer

  • I am experienced in prototyping and iterating on game mechanics

  • I am skilled in using Miro Board for planning and documentation

Unreal Engine

  • I am on a beginner level

  • Used it for one assignment and a few small personal projects