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Game Designer · Unity Programmer

Solar Siege

Top-down bullet hell with performance-focused systems and procedural wave design.

Solar Siege

Solar Siege is a top-down bullet hell built around one constraint: 60fps on potato hardware.

Every system was written with cache coherency in mind. Bullets use a flat array pool. Enemy AI runs on a simplified FSM with shared spatial hashing so raycasts are almost free.

The wave system is procedural — not random. Difficulty curves are authored as data, then interpolated based on player performance metrics gathered silently during play. If you're dying too fast, the system backs off. If you're breezing through, it escalates.

The result is a game that feels handcrafted but scales to any skill level.