Se7en background
Se7en

A story-driven action-adventure-platformer game where you travel between two connected worlds(3D and 2D) to defeat the Seven Deadly Sins and their master.

About

Se7en is a story-driven action-adventure-platformer game where you travel between two connected worlds(3D and 2D) to defeat the Seven Deadly Sins and their master. You play as a lone warrior chosen to seal the seven portals that link these worlds. Each portal represents one of the deadly sins - Wrath, Envy, Pride, Sloth, Gluttony, Greed, and Lust. To progress, you'll need to defeat enemies in the physical world and complete challenges in its mirror realm in 2D world. Clearing both sides of a portal unlocks the path to the next area. After purging all seven sins, you'll face the final boss - a being created from all their power. The fight takes place across three phases in different realms, each testing your combat skill, timing, and strategy.

Screenshots

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Gameplay Trailer

My Contributions

As the lead Unity developer on Se7en, I handled end-to-end development including gameplay design, technical implementation, AI systems, and optimization.

Gameplay Systems, AI & Core Mechanics

Designed and implemented dual-world gameplay systems, allowing seamless interaction between a 3D physical world and its connected 2D mirror realm

Developed core combat mechanics focused on action-adventure platforming, including melee combat, traversal challenges, and ability-based encounters

Implemented enemy AI behaviors across multiple types, ensuring varied combat scenarios and strategic engagement in both 2D and 3D spaces

Designed portal-based progression logic where each gate represents one of the Seven Deadly Sins, requiring completion of both world layers to progress

Built gameplay rules and restrictions such as enemy awareness blocking portal access and region-locked progression for structured pacing

Game Design & Progression

Created a narrative-driven progression system centered around defeating the Seven Deadly Sins: Wrath, Envy, Pride, Sloth, Gluttony, Greed, and Lust

Structured gameplay around interconnected portal zones where each area must be cleared in both 3D and 2D mirror worlds

Designed a final multi-phase boss encounter formed from the combined power of all seven sins, with each phase taking place in distinct realms

Implemented checkpoint-based progression where clearing a portal locks previous regions and establishes respawn points

Balanced difficulty, exploration, and combat pacing across all seven sin-themed regions

Technical Implementation & Optimization

Developed the project architecture supporting dual-world transitions between 3D and 2D gameplay spaces

Implemented portal state management systems controlling access, lock conditions, and progression validation

Optimized level loading and transitions to ensure smooth switching between interconnected realms

Resolved gameplay logic issues related to progression locks, enemy state persistence, and checkpoint transitions

Animation, Rigging & Character Pipeline

Integrated character animations suitable for both 3D combat and 2D platforming movement systems

Ensured animation consistency across dual-world mechanics with differing gameplay perspectives

Managed character setup and animation blending for smooth transitions between combat and traversal states

UI, UX & Game Flow

Designed UI systems for portal states, sin-based progression tracking, and checkpoint feedback

Implemented clear player feedback for gate conditions, including locked regions and enemy awareness restrictions

Improved player guidance through visual and UI indicators across dual-world mechanics

Structured game flow to clearly communicate progression rules, healing limits, and checkpoint behavior

Problem Solving & Iteration

Balanced complexity between 3D combat and 2D platforming to maintain consistent gameplay feel

Solved progression edge cases involving portal locking, backtracking prevention, and checkpoint logic

Iteratively refined dual-world transitions to ensure clarity and prevent player confusion

Adjusted encounter design and sin-based themes through playtesting to improve pacing and challenge consistency

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