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FORENSIC AUDIT // AETHERIAL-ECHOES
Action Rogue-LitePlayable PrototypeTimeline: 10 Weeks · Gameplay Programmer & Game Feel Designer

Aetherial Echoes

Kinetic motion rogue-lite exploring tactile particle resonance and high-speed momentum.

CHARACTER CONTROLLERKinematic C#Zero physics engine floatiness
COYOTE TIME WINDOW100ms ForgivingPrecise platforming response
COMBAT HIT-STOP3 Frames FreezeVisceral weapon impact feel
Executive Overview

Aetherial Echoes is a fast-paced 2D/3D kinetic action rogue-lite emphasizing speed, precise movement momentum, and tactile combat impact feel.

Core Engineering Challenge

Generic physics engines (like default Rigidbody) introduce floatiness, non-deterministic collisions, and sloppy jumping responses.

Distributed Node Topology

Data pipeline flow and computational delegation across system layers:

NODE 01Custom C# Controller
Kinematic Motor
Deterministic velocity and collision resolution
NODE 02Custom Time State Manager
Hit-Stop Dispatcher
Global animation and particle frame freeze
NODE 03Cinemachine + Custom Impulse
Camera Shaker
Perlin-noise procedural screen impulse
Architectural Strategy

Built a fully deterministic custom kinematic character controller from scratch in C#. Features custom gravity curves, variable jump height, coyote time, jump buffering, and frame-freeze hit-stop.

Architectural Engagement

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