Stefan Dokman

Game Developer

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I first started learning programming in my second year of high school, and it wasn’t long before I began making games. My first project was a 2D platformer, which I’ve kept on this page as a reminder of how much I’ve grown. Curiosity about how games work behind the scenes has always driven me to keep learning.

I’ve been using Unity for a few years and enjoy experimenting with new concepts, features, and tools. College helped me deepen my understanding of algorithms, memory, and core programming principles. While I’m currently expanding into backend development, my passion for games remains strong. If you have any questions about my projects or just want to connect, feel free to reach out!

First Person Shooter

Unity

First Person Shooter, featuring a custom physics system for movement. The Game simulates recoil through manual calculations. There are two weapon types: one fully automatic and the other semi-automatic, plus grenades that trigger an expanding collider when they hit the floor. Enemies use a simple "move toward the player" script; one type can pass through walls and floors, while the other can’t.

Link to Github Repo

Match 3

Unity

This is a Candy Crush-style match-3 game with smooth, flowing animations. The game manages candy swaps, matches, and board updates in a carefully timed sequence, using timers to coordinate the animation flow. This method ensures gameplay stays fluid and responsive while keeping the visuals and game state well synchronized for an enjoyable experience.

Link to Github Repo

Endless Runner

Unity

An Endless Runner game built using only object locations for gameplay logic, without Unity’s physics system. Uses Unity’s Animator for animation state handling, a window-based obstacle spawning algorithm, and a custom shader for a curving effect, lighting, and object outlines. Although the track appears curved, all objects move in straight lines, curvature is purely visual, handled entirely in the shader.

Link to Github Repo

Platformer 3D

Unity

I implemented custom physics to handle 3D movement and jumping mechanics, leveraging Unity’s collision detection for interactions with terrain, platforms, and obstacles. The levels were designed with dynamic elements like moving platforms, rotating traps, and vertical challenges. Player controls are responsive, allowing for mid-air adjustments.

Link to Github Repo

Twin Stick Shooter

Unity

I created a 2D tank game featuring a unique time-slow mechanic implemented using Time.timeScale. The tank controls are made by rotating player and moving only forward or backward. Enemies constantly spawn just outside the camera view. The shooting system also includes bullets with a limited lifetime.

Link to Github Repo

Brick Breaker

Unity

I developed a brick breaker game where all gameplay mechanics are handled manually using object positioning and trigonometry. Instead of relying on built-in physics, I calculated ball movement, collision angles, and reflections by applying trigonometric functions. This approach gave me full control over the game's behavior and allowed precise handling of ball trajectories and interactions with bricks and paddles.

Link to Github Repo

Platformer 2D

Unity

I developed a 2D platformer in Unity using its Physics2D system to create realistic movement and interactions. The game features moving platforms and falling block traps. It includes a variety of enemies, some that run, others that fly, and some that shoot, adding diversity to the gameplay.

Link to Github Repo