
Headhunter is a pixel stealth roguelike with a top-down 2.5D view and some action. The main objective is to find a way past guards to eliminate the three Targets and escape without dying. The side objective includes using the specified weapon to eliminate each Target.
For this project, I took on the roles of Design and Art Lead, which then led to me creating the UNITY prototype as well as all art assets on my own.
This dual role not only pushed me to develop excellent time management skills, but also equipped me with the ability to handle stress effectively, in order to meet requirements and deadlines.
Each enemy type had a different weapon , angle and radius of their view cone, EG. normal guards having pistols, a small angle and radius, armoured guards having rifles, a medium angle and radius. The boss itself does not have a weapon, however they have a large angle and radius. They also run to the nearest guard the moment they spot the player.
For the view cones, raycasting was used and it checks the layer of the collider it hits. If it is within certain layer masks such as walls or objects, the visualised view cone will not render beyond it.

Thankfully the prototype was able to play with minimal bugs

Here are some animations





Here are some extra screens


Cutscenes



