Galaxy Grit

Solo Project — Unity — Sci-Fi Shooter

Role:

Solo Developer / Gameplay Programmer - Focusing on player mechanics, Shooting, Enemy AI, Waypoints for AI, Blockout

Tools:

  • Unity

  • C#

  • ProBuilder

  • Terrain Tools

  • NavMesh

  • Unity Input System

  • URP

What I did:

  • Built a first-person shooter prototype from blockout to playable, prototyping third-person first before switching to first-person for a tighter shooter feel

  • Implemented enemy AI navigation with NavMesh and waypoints: patrol, then chase on sight/range

  • Built hitscan raycast shooting, and reused raycasts for grounded checks, tuning for uneven-terrain edge cases

  • Set up Mixamo-driven Blend Tree animations for AI states (idle/walk/run/attack)

  • Migrated input handling to Unity's newer Input System using action maps

What I learned:

  • Blockout first makes iteration easier: ProBuilder helped me validate the space and mechanics early, before polishing.

  • AI relies on clean navigation setup: learning NavMesh + waypoint logic helped me create more believable enemy movement in 3D.

  • Raycasts are useful beyond shooting: I used raycasts for grounded checks too, and learned how uneven terrain can cause edge cases that need tuning.

  • Building this project improved my confidence with Unity’s 3D pipeline and gave me a stronger base for future 3D shooter and AI work.

What’s in the game

Overview

Galaxy Grit is a solo Unity project where I moved from 2D into a full 3D space and built a first-person shooter prototype. I explored the core systems needed for a playable FPS—environment creation, AI movement, raycast shooting, and responsive controls—iterating on perspective by testing third-person first and switching to first-person for tighter shooter feel.

A solo first-person 3D shooter built in Unity, focused on blockout, AI navigation, raycast gunplay, and modern input.

First-person controller chosen after testing third-person, to better suit the shooter gameplay and feel.​​​​​​​​​​​​​​

Enemy AI navigation using NavMesh + waypoints: enemies patrol between points, then chase the player when in range and line of sight.

Shooter mechanic using raycasting (hitscan): shooting projects a ray from the centre of the screen and registers hits via colliders.

3D environment built using Unity Terrain Tools, shaping the play space with raised/lowered terrain and surrounding mountain ranges.

Level blockout using ProBuilder, letting me test layout and verticality before committing to asset placement.

Animation setup for AI using Mixamo animations and a Blend Tree (idle/walk/run + punch when close).

Player Input System using Unity’s newer input workflow (action maps + action references).

Visual upgrade work using URP and correct material/texture setup when importing 3D assets.

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Turnip Torment