Stage Fright game scene
Featured project

Stage Fright

A fast-paced rhythm action game created with an interdisciplinary team of artists, sound designers, and programmers.

Team of 4Gameplay & systems programmerUnityMar–Apr 2025
In game

Game showcase.

Overview

Key contributions.

It’s five minutes to curtain call, but the band still hasn’t shown up. Stage Fright is a rhythm action game made by two artists, a sound designer, and a programmer.

Asset pipelines

With a team made primarily of artists, clear production guidelines were essential. All assets went through a three-stage pipeline before being incorperated into the game.

First, a blockout tested size, orientation, proportion, and animation keyframes. That blockout was added to the engine for quick feedback before artists committed to a final asset. This process kept iteration fast and feedback frequent across visual and audio assets.

Stage Fright asset pipeline flowchart
Production pipeline used on Stage Fright.

Score system

A global score manager is responsible for tracking the player's points. Ay object reading or modifying score must communicate its intent to the manager, keeping the interface centralized and easy to extend with new mechanics.

The manager automatically calculates and applies the player’s multiplier to any incoming score. As a result, instruments can modify score without needing to account for external factors, while the scoreboard can read the most up-to-date score from a single location.

Stage Fright score manager flowchart
Objects access the player’s score through the score manager.