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Project RUBICK

A Unity PC class project exploring a 2.5D isometric platform brawler with a social freeground, character customization, and item-based knockback combat.

Portfolio and Repository

This is the GitHub repository for Project RUBICK. For a more complete project presentation with visuals, gameplay context, customization examples, and original documentation, please visit the Portfolio Page above.

Overview

Project RUBICK is a one-semester class project created at CAMT, Chiang Mai University in 2021.

The project was designed as a 2.5D online isometric platform brawler with a social freeground. Players can customize anime-style chibi characters, spend time in a walkable freeground area, chat and interact with other players, then enter an isometric battle platform.

The battle objective is to survive with the lowest death count. Players attack each other with knockback-based combat, use items that spawn on the map, and try to avoid falling off the platform before the timer ends.

The project takes inspiration from Super Smash Bros for platform brawler rules, Rapture Rejects for isometric control direction, and Picrew for layered character customization.

My Role

  • Game Director
  • Game Design
  • Game Design Document
  • Art and Animation
  • Unity C# Programming
  • Teaser

My work focused on defining the game concept, planning the social and battle flow, designing the core combat loop, creating character customization assets, supporting Unity implementation, and preparing project presentation material.

Core Gameplay

Project RUBICK has two connected play spaces:

  1. Freeground
  2. Battleground

In the freeground, players can move around, chat, use emotes, and interact with the space. In the battleground, players fight on an isometric platform until the timer runs out.

Battle Loop

  1. Enter the playground lobby
  2. Spawn into the battleground
  3. Pick up items
  4. Attack or knock out opponents
  5. Avoid falling off the platform
  6. Try to keep the lowest death count
  7. Repeat until time runs out

The player with the fewest deaths at the end of the timer wins.

Key Features

Social Freeground

The freeground acts as a social space before entering combat. Players can move, chat, emote, and interact with the environment.

Isometric Platform Battle

The battle takes place on an isometric platform. Players fight until the timer ends, with the goal of avoiding death while knocking other players off the stage.

Knockback-Based Combat

Attacks deal damage and knockback. Falling off the platform or being knocked out adds to the player's death count.

Random Item Spawns

Items spawn randomly on the map. Each item has different damage and knockback values, giving players temporary combat advantages.

Layered Character Customization

Characters use a layered sprite customization system inspired by Picrew. Players can choose preset parts across face, hair, body, clothing, and accessories.

2.5D Visual Setup

The project uses 2D rigged sprites rendered in a 3D world to create a 2.5D isometric look.

Technical / Implementation Highlights

Freeground and Battle Control Modes

The project separates controls between social freeground interaction and battle gameplay.

Freeground controls focus on movement, chat, emotes, and interaction. Battle controls focus on movement, aiming, attacking, blocking, and item interaction.

Battle Rule Structure

The combat rule is based on death count rather than only damage. This makes stage positioning and knockback important parts of the player experience.

Item-Based Combat Variables

Items use different knockback and damage values. This supports a more varied battle loop where players respond to item spawns and positioning.

Layered Sprite Character System

The character customization system is built from separate 2D rigged sprite parts. The character can be assembled from preset options such as eyes, eyebrows, mouth, ears, hair parts, clothing, arms, pants, shoes, neckwear, and back accessories.

2D Sprites in a 3D World

The character presentation uses 2D rigged sprites inside a 3D world with a custom URP skew shader to support the 2.5D isometric style.

Controls

Freeground Controls

Input Action
WASD Move
Enter Open chat message
E Emote wheel
F Interact

Battle Controls

Input Action
WASD Move
Cursor Aim
Left Click Attack
Right Click ADS
Spacebar Block
F Interact

Design Highlights

Social Space Before Combat

The project connects a social area with a combat area. This gives the player a place to express their customized character before entering the battle loop.

Death Count as the Win Condition

Instead of only rewarding aggression, the battle rule rewards survival. Players need to attack opponents, avoid being knocked off, and manage their own positioning.

Customization as Player Identity

The layered sprite system supports player expression. Since the project includes a social freeground, character customization becomes part of both identity and presentation, not only a cosmetic menu.

Isometric Brawler Readability

The game combines platform brawler rules with an isometric view. This creates a design challenge around movement direction, aiming, stage boundaries, knockback, and visual readability.

Simple Combat Loop for a Class Prototype

The combat loop is kept understandable: pick up items, knock out enemies, get score, avoid deaths, and repeat until the timer ends. This makes the prototype easier to test and explain within a one-semester class project.

Tools

  • Unity
  • C#
  • Unity URP
  • Spine2D
  • Photoshop
  • Clip Studio

Project Status

Playable class project prototype.

This project was developed as a one-semester class project. It should be viewed as a gameplay, social-space, and customization prototype rather than a production-ready online game or commercial multiplayer service.

What I Learned

Project RUBICK helped me practice designing a game that combines multiple player motivations: social interaction, character expression, and competitive combat.

I learned that combining a social space with a battle system creates extra design considerations. The player needs to understand where they are, what they can do, and how the experience moves from chatting and customization into combat.

The project also helped me understand the importance of readable controls and visual direction in an isometric action game. Because the player aims and moves in an angled space, camera perspective, input clarity, attack feedback, and stage readability become important parts of the gameplay experience.

If I continued improving this project, I would focus on clearer onboarding between freeground and battle, stronger combat feedback, better balancing for item knockback values, and more readable player feedback during crowded fights.

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Unity 2.5D isometric platform brawler prototype with social freeground, character customization, and knockback-based combat.

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