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Unity · C#

Rollerball Rampage

Arcade / Physics

Role: Solo Developer Engine: Unity 3D Platform: PC (Unity Play)

Overview

Rollerball Rampage is an arcade-style sumo battle game where the player must knock increasingly challenging waves of enemies off a floating island. I designed and programmed the entire project solo — building the enemy AI system, wave spawner, and physics interactions entirely in C#. The project was a deep dive into object pooling, OOP architecture, and game-feel tuning.

Rollerball Rampage - Trailer

Key Programming Features

  • → Enemy AI system using vector-based movement to track and pursue the player in real time
  • → Wave spawner with configurable difficulty scaling — enemies get faster and more aggressive per wave
  • → Object pooling system to reuse enemy instances and minimize garbage collection overhead
  • → Power-up system with timed effects that give the player temporary physics advantages
  • → Physics-based knockback using Unity Rigidbody forces for satisfying sumo-style collisions
  • → Score and combo tracking system with persistent high-score storage

What I Learned

Rollerball Rampage taught me the most about writing clean, reusable C# systems. Implementing object pooling for the first time had a real measurable impact on performance — frame drops disappeared once I stopped instantiating enemies on every spawn. The enemy AI using vector math was also a turning point in how I think about movement systems.