Reaction timing
A random signal starts the duel, with a penalty for shooting early.
UNITY / WEBGL REACTION-DUEL MVP
A browser-based Phase 1 prototype centred on a signal-based reaction duel.

For this Unity WebGL client prototype, I implemented the reaction timing, random draw signal, early-shot penalty, computer-controlled opponent, and win/loss flow.
I also worked on the gameplay UI, menus, shooting animation, muzzle flash, hit feedback, audio integration, and WebGL build.
This was Phase 1 of a client project: a single duel against a computer-controlled opponent, with no progression and no meta systems. The goal was to prove the loop, not to ship a game.
A short gameplay overview of the Phase 1 prototype.
A random signal starts the duel, with a penalty for shooting early.
A computer-controlled opponent provides a single-player opponent.
The duel uses animation, muzzle flash, hit feedback, and audio.
Win/loss screens let the player start another duel.
I'm open to Unity roles and freelance work. Email is the fastest way to reach me, and the contact form on the homepage works too.