top of page

AetherCorp

Top-Down Shooter Game​

Introduction

AetherCorp: a top-down arcade space shooter built in Unity. You're a lone pilot defending the Human Federation from an alien invasion across three distinct boss fights, each with its own attack patterns to learn and beat.

My Roles:

I worked on Narrative Design, Art Design, and UX Design for AetherCorp. 


Narrative Design: I wrote the game’s storyline and character dialogue to frame the player as a human hero fighting against the alien invasion. 

Art Design: I created all of the game’s 2D assets and designed the mechanics of each boss. 

UX Design: I tuned the game experience by adjusting level flow and player controls, making sure the difficulty curve felt fair and steadily challenging instead of spiking unpredictably.

Narrative Design

Story, Dialogue, and Player Guidance

  • Wrote the main story beats and protagonist/narrator dialogue

  • Designed dialogue to keep players oriented mid-combat while carrying the story forward

  • Each line does three things at once: ties the fight to the invasion storyline, states the immediate objective, and reinforces the long-term stakes

Art Design

2D Art / Animations

  • Designed all 2D assets

  • Built a strict color language for instant readability: hero in white/blue, enemies in red/black

  • Kept faction identity clear at a glance, even during fast bullet-hell combat

System Design

Boss Design and Combat

  • Each boss's appearance matches its gameplay identity: shield cores look shielded, turrets read as turrets

  • Weak points are visually distinct, so players can act on intuition instead of trial and error

  • Difficulty curve across the three fights: Boss 1 tests positioning, Boss 2 adds timing and target priority, the final Mothership combines both with added swarm pressure

User Research

UX & Playtesting

  • Ran repeated playthroughs and structured playtesting to find where players got stuck, misread mechanics, or hit frustration walls

  • Smoothed difficulty spikes and refined control feel and combat pacing based on observed player behavior

  • Redesigned moments where less-skilled players were likely to fail repeatedly

bottom of page