Tuxedo Tim is a 2D sidescrolling action Run N' Gun that I made solo
for the Spring 2026 CSH Game Jam using Unity and C#
You are just another nameless drone at Big Company, your only
defining trait is your dapper attire. There are a million different
people doing the same thing that you are. Over and over, day in and
day out...
One day, you decide that you've had enough, you want to see the other aspects of life. Feel wind on your face that doesn't just come from your desktop fan. Drink coffee that isn't burnt to a crisp. So you write up your letter of resignation and go into The Building to hand it to your supervisor. Your boss sees you coming in and, worried for a rebellion and the uprising of all the workers beneath them, activates the Super Evil Company Mind Control, that was implanted into every Big Company employee beneath a certain level. Everyone, of course, but you. Your shirt is so crisp and well starched that the radio waves are blocked, failing to enable your Super Evil Company Mind Control Chip.
You must navigate the endless monotone floors of Big Company and deliver your resignation letter like a decent gentleman. There will of course be those sent in to stop you, but that's why you brought your trusty rifle from home...
Created a system of door objects that can transitions from point to point in the level, used to connect different rooms and enemy encounters.
Implemented a form of determenistic AI that gathers input using various raycasts and checks to decide the state that the individual agent should inhabit. Enemy can switch from a detecting and chase state to attacking as well as a hurt and dead state when attacked by the player.
Designed the player controller and combat system from scratch for the specific time frame and scope of this project. This included a unique cover mechanic that was differnt from other side scrolling platformers. Made sure not to over engineer the system for unnecessary use cases that would have bloated the project to better manage time.
Created original artwork for the main character and supplemented the art for the enemies by modifying assets from a publicly available asset pack to expedite the art process so that I could focus on the programming.
Used free and open source sound effects from various platforms like Pixabay and Freesound.org in order to add various immersive sound effects to the game, both in actual gameplay and in UI.
Used free and open source sound effects from RoyaltyFreeMusicLibrary in order to add a unique background tune that incentivized the player to engage in the gameplay in the way that I wanted them to. This meant using a more intense song to help make the player act more aggressively, which was the intended gameplay experience