Team Project · 2024–2025

Kill.exe

A 2D horde-survival roguelike developed by a 5-person team across a full production pipeline, from concept to final build. Inspired by Vampire Survivors, my contribution spanned both core programming and official team leadership.

Shipped Team of 5 Unity C# Roguelike Producer
Kill.exe gameplay banner

Overview

Kill.exe was developed during the 2024–2025 academic year with the goal of simulating a full production pipeline — from concept through to a polished, shipped build. As both a core programmer and the team's official producer, I helped drive the game from prototype to release while keeping the team on schedule.

Key features

  • Fast-paced roguelike combat inspired by horde-survival mechanics.
  • 13 unique active and passive items with modular implementation.
  • Wave-based progression with scalable difficulty and enemy variety.
  • Stylized pixel art and visual effects enhancing chaotic gameplay.

My role

I served as both a core programmer and the official producer for the team. My responsibilities included:

  • Creating the modular item system, enabling scalable addition of gameplay items.
  • Designing and programming all 13 passive and active items in the game.
  • Establishing programming guidelines and project structure in early development.
  • Implementing inventory and equipment logic to support item usage and synergies.
  • Managing the team using Agile methodology and a simplified JIRA-like workflow.
  • Maintaining version control with GitHub and ensuring workflow consistency.
  • Collaborating with the UX designer to improve gameplay feel and feedback.

My role was officially designated and recognized within the team, and I consistently ensured we met key deadlines and production milestones.

Screenshots

Play Kill.exe

Available now on Itch.io — developed by Logstorm Games.