Unity · Game Prototype

DO IT

A Unity prototype where the focus is not only visuals, but also deterministic round flow, state transitions, player order, and UI feedback.

UnityC#ScriptableObjectGame State Flow
DO IT preview

Problem

What needed structure

Turn-based prototypes quickly become difficult to maintain when UI state, timers, player order, cards, and phase transitions are coupled together.

Approach

How I shaped the system

DO IT separates round context, turn order, card data, player state, and phase UI so each prototype phase can evolve without rewriting the entire game loop.

Highlights

Key implementation ideas

01

Round-card phase

02

First-player badge flow

03

CSR buy / pass loop

04

Timer and turn-order management