Solo Unity / C# Project · 3D Dark-Fantasy Action-Adventure Prototype
▶ Full gameplay: https://www.youtube.com/watch?v=_Q9YDv8iL_8
Bloodhunt: Shadows of Lesvos is a solo-developed 3D action-adventure prototype built in Unity and C#. The player progresses through a sequence of investigation, exploration, combat and rescue objectives before reaching a final boss encounter.
The project began as a broader dark-fantasy game-design concept about Professor Wolfmane, an academic by day and a werewolf vigilante by night. The playable prototype focuses on a compact, objective-driven slice of that concept and demonstrates the core interaction and progression systems in a complete beginning-to-end gameplay loop.
Repository scope: This portfolio repository contains my custom C# gameplay scripts, screenshots and design documentation. The full Unity project and large asset library are intentionally omitted because of size and third-party asset considerations.
The player begins in the University area and investigates vampire activity by collecting 15 clues represented by books and evidence objects.
Completing the investigation unlocks access to the next stage.
After gathering the required clues, the player reaches the altar and uses a contextual interaction to obtain the weapon needed for the hunt.
The player enters the city and eliminates hostile vampire targets while progressing toward the Demon Tree mini-boss encounter.
The prototype tracks 18 combat targets before opening the path to the next stage.
Inside the castle stage, the objective changes from combat to rescue. The player must free 4 hostages and deal with an impostor hostage interaction before the final area becomes available.
The final stage takes place in a Gothic cemetery / castle environment and culminates in a contextual boss interaction against Dracula / the Vampire King.
After the boss is defeated, the objective system displays the final state: “The Hunt is Over!”
- Multi-stage objective progression across distinct areas.
- 15-clue investigation gate for the first progression milestone.
- 18-target combat gate for the city stage.
- 4-hostage rescue gate for access to the final level.
- Persistent clue progress using
PlayerPrefs. - Runtime objective text and progression feedback using TextMeshPro.
- Forward physics raycasting for contextual interactions.
E-key interaction prompts based on the object currently targeted.- Separate interaction states for:
- Weapon pickup
- Demon Tree / mini-boss
- Impostor hostage
- Final boss
- Environmental interaction
- Trigger-based location labels for University, Altar, City Center and Castle.
- Door animation triggered by entering the altar area.
- Scene loading and menu/application controls.
- Sound events for collecting clues, jumping, roaring, slashing and environmental impacts.
- Dynamic objective text that changes as the player completes key goals.
- Runtime spawning of temporary bat effects during gameplay.
The prototype is implemented through several focused Unity components:
| Script | Responsibility |
|---|---|
Final Game.cs |
Clues, combat targets, hostages, progression gates, audio events, bat spawning and persistent clue data |
Raycasting.cs |
Contextual forward-ray interactions and objective-state progression |
TriggerMessage.cs |
Location labels, altar event, UI changes and door animation trigger |
GoToScene1.cs |
Scene loading |
Unlock.cs |
Cursor state |
Close App.cs |
Application exit |
Stack: Unity · C# · TextMeshPro · Unity Physics · Physics.Raycast · Colliders & Triggers · AudioSource · PlayerPrefs · SceneManager
The playable build is a prototype of a broader design concept set in a dark-fantasy version of Lesvos.
The original design explores:
- Professor Wolfmane's double life as an academic and werewolf vigilante.
- Investigation by day and hunting by night.
- Humanity / morality and Bloodlust systems.
- Safe Zones and Challenge Zones.
- Dialogue and NPC relationships.
- Stealth and action-oriented approaches.
- Dynamic audio and environmental storytelling.
- Player choices and multiple narrative outcomes.
These features describe the larger design vision and are not presented as fully implemented systems in the current prototype.
See Documentation/Design_Concept_Summary.md and Documentation/Prototype_vs_Concept.md.
Solo project. I designed the gameplay flow and level progression and implemented the prototype's custom gameplay logic in Unity/C#, including objectives, interactions, progression gates, UI feedback, trigger logic, audio events and scene flow.
- Practical Unity and C# development.
- Translating a game-design concept into a playable prototype.
- State- and objective-driven gameplay progression.
- Physics-based interactions using raycasts, triggers and collisions.
- UI and player feedback integration.
- Level-flow and encounter design.
- Iterating from narrative/game-design documentation into implementation.
- Replace object-name checks with reusable interfaces, tags or component-driven interaction logic.
- Refactor objectives into a dedicated state / quest manager.
- Replace
PlayerPrefswith a structured save-data system. - Expand combat with health, damage, enemy AI and animation-driven feedback.
- Improve UI hierarchy and readability.
- Improve lighting, materials and environmental art direction.
- Add a formal playtesting and balancing pass.
- Document all third-party assets and licenses in detail.
Blood-Hunt-Unity/
├── README.md
├── CREDITS.md
├── Scripts/
│ ├── Final Game.cs
│ ├── Raycasting.cs
│ ├── TriggerMessage.cs
│ └── ...
├── Screenshots/
└── Documentation/
├── Design_Concept_Summary.md
└── Prototype_vs_Concept.md
This repository is a portfolio presentation of an academic Unity prototype. It intentionally separates implemented gameplay from concept-stage systems so that the project documentation accurately represents the playable build.







