Emilie Vlková

Indie GameDev

Overview of my first game.

Genre: Platformer
Engine: Unity
Role: Developer C#, Artist, Level Designer

Summary:
It's gonna be a story driven game with exploration aspects, puzzles, challenges and more.

Showcase of the menu.

A cozy pixel-art main menu featuring a campfire scene, dynamic lighting, and a charming playable character.

Player Script.

This script manages the player character by initializing all possible player states (idle, move, crouch, jump, etc.) and connecting them to the state machine. It also sets up key components like the core system, stats, and weapons, ensuring everything is ready when the game starts.

Player State.

This script defines a base class for player states in a state machine architecture. It handles common behaviors when entering, exiting, and updating a state, such as setting animation triggers and checking conditions. It provides a clean structure for creating specific player states like running, jumping, or attacking.

Core system.

This script manages the player's core systems by keeping track of essential components like movement, health, and other gameplay-related modules. It allows dynamic addition and retrieval of components at runtime and includes safety checks to log warnings if a required component is missing. It acts as the foundation that different parts of the player depend on to function properly.

Weapon.

This script handles the logic for a weapon's input state and attack mechanics. It tracks input changes, manages an attack counter with cooldowns, and triggers events when entering or exiting weapon states. It also connects to animation events and weapon data, ensuring smooth coordination between attacks, inputs, and visuals.

Overview of my second game

Genre: Platformer
Engine: Unity
Role: Developer C#, Level designer

Summary:
Vertical endless jumper with various hazards and enemies to overcome.

Second game menu design.

A dark fantasy-themed main menu designed with stone textures and warm torch lighting, creating an immersive medieval atmosphere. The interface features clean, bold text for key options like "New Game," "Upgrades," and "Exit," with additional UI elements for achievements and settings. The overall design balances elegance and functionality, setting the tone for an epic adventure.

Chunk Generation Tool

A custom Unity editor tool designed for procedural chunk generation. It allows fine control over chunk size, wall and platform generation, dart trap placement, and solid platform spawning. With a simple interface, it enables rapid level creation and real-time tweaking of generation settings, perfect for modular platformer worlds.

Custom Editor for Object Spawning

A custom-built Unity inspector extension that streamlines level design by organizing coin, enemy, and boost spawn settings into clean, collapsible sections. It improves workflow efficiency by allowing designers to adjust spawn rates, prefab selections, and special conditions without touching code.

Other content that i made.

Level Design Practice in Unreal Engine 5

I used marketplace assets to put together a fantasy-themed level inside Unreal Engine. The goal was to practice layout, placement, and scene-building by combining castles, nature, and medieval props into a playable environment. While the terrain and structures aren't finalized or polished yet, this project helped me experiment with world-building, lighting, and environment design basics.

Look from above

Look from character's view

Custom design of medieval house.