Game Development
Cobalt-4
An active two-person rhythm-game prototype where I lead visual/UI work and advise note-judgment algorithms, supported by a public calibration experiment.
Overview
An active two-person rhythm-game prototype where I lead visual/UI work and advise note-judgment algorithms, supported by a public calibration experiment.
Highlights
- Created concept art and UI designs and contributed playtesting and implementation review for a two-person 2.5D rhythm-game project.
- Advised an eight-track/four-key note-judgment design covering configurable accuracy windows, different note sizes, consecutive notes, and held-note groups without claiming authorship of the Unity gameplay scripts.
- Directed and reviewed an AI-assisted public calibration prototype with flow-speed, input-latency, 60/120 Hz cycle-rate, hitbox, and engine-telemetry controls.
Project narrative
Situation
A friend and I are prototyping a 2.5D rhythm game whose eight logical tracks map onto four player keys. That mapping creates judgment cases that a simple rhythm-game lane check does not capture, especially when note sizes vary or consecutive and held notes overlap. Friends also provide informal advice on music and visual effects, but the core development team has two people.
Task
Contribute the visual presentation and user interface, test whether the play experience is legible and fair, and advise the implementation and note-judgment algorithms. My role does not include writing the Unity gameplay scripts.
Action
I produced concept art and game-interface designs, reviewed implementation choices, and playtested the technical prototype. For the timing system, I advised how accuracy should be checked across different note sizes and consecutive or held notes.
To make those ideas easier to inspect, I directed and reviewed an AI-assisted web calibration prototype. It exposes editable critical, perfect, great, and good timing windows; flow speed; input latency; 60/120 Hz engine-cycle modes; hitbox visualization; per-stage telemetry; eight logical tracks; and grouped long notes under the four-key surface.
Result
The private Unity project remains actively in development as a technical rather than finished-game prototype. The public calibration build makes the judgment and engine ideas inspectable without exposing the private game repository. I retain Cobalt-4 as a secondary creative and systems-design project, not a core Amazon Leadership Principles example.