Project

No Rush!

Futuristic 3D speed platformer built in Unity, featuring an event-driven AI supervisor, fast rooftop traversal, player-created platforms, and a reactive EMP interruption system.

No Rush! (It's Just Another Layoff) was created for the Brackeys Game Jam 2026.2. The player races across a futuristic city to reach work on time while a supervisor AI delivers reactive voice lines, provides questionable guidance, and triggers physical threats throughout the level.

My Contributions

  • Designed and implemented the Supervisor AI audio and narrative system
  • Developed the EMP shooting mechanic and integrated AI threats with gameplay, UI, and audio
  • Created custom Unity tools to automate repetitive environment-building tasks
  • Designed the complete level, including traversal, pacing, lighting, materials, textures, and prop composition
  • Handled the visual integration of team-created and sourced assets

AI Audio & Gameplay Systems

I built a data-driven narrative director that coordinates voice lines, subtitles, contextual dialogue, and AI-triggered threats through reusable chapters and narrative beats. A priority system allows critical lines to interrupt lower-priority chatter, while modular timed actions connect the AI to obstacles, animations, visual effects, and sound effects.

The EMP can interrupt an active threat only during its response window and when the affected obstacle is visible to the player. Successful shots cancel uncommitted actions and trigger dedicated visual, sound, and voice feedback.

Level & Art Design

I designed and assembled the entire rooftop level around speed, readability, platform placement, and AI-driven hazards. I also handled lighting, textures, materials, atmospheric effects, and environmental composition using assets created by the team or sourced for the project; I did not create the original assets.

Development Tools

To accelerate production, I developed Unity editor tools for automatic rooftop prop placement, building window tiling, reflection probe fitting, and emissive frame generation. These tools made level iteration faster and reduced repetitive manual setup during the jam.

Unity C# AI Narrative Systems Audio Systems Event-Driven Architecture Gameplay Programming Editor Tooling Procedural Placement Level Design Lighting & Materials
Role AI & Gameplay Programmer / Level & Art Designer
Primary Focus Supervisor AI Audio & Narrative System
Period Brackeys Game Jam 2026.2
Platform Windows / macOS / Linux
Context Five-person Game Jam Team

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