RAFAEL DAVID JOSÉ

OuterDim

VIEW ON ITCH.IO SOURCE CODE

DESCRIPTION

You're just a frustrated kid, playing with your malfunctioning console in your bedroom. The system keeps freezing and glitching out, so you got angry and hit it with your toy tank, and now something happened! The impact triggered a massive glitch that sucked you inside the console, and you've become fused with your tank toy in this weird digital world made of glowing shapes and neon lights. The console's corrupted logic has created massive geometric monsters that shift and transform through different phases. Each boss represents fragments of the broken console system, changing form and throwing different challenges at you. The only way back to your real bedroom? Defeat every boss and stabilize the system from the inside. Time to roll out your tank-fused powers and blast your way home!

SCREENSHOTS

Screenshot Screenshot Screenshot

MY ROLE & CONTRIBUTION

I implemented the Guitar Boss system including complete AI behavior with three different attack patterns and weakpoint mechanics. My responsibilities included programming the player movement and shooting mechanics for the Guitar phase, developing the Scorpion Boss (which didn't make it to the final version) with multiple attack variations, and creating a Rez Boss prototype for testing concepts. I built the complete menu system including main menu, pause menu, and settings menu. I also implemented difficulty scaling systems, integrated audio across boss phases, and handled project organization throughout development.

CORE CONCEPTS

This project explores boss rush design principles, phase-based gameplay adaptation, and geometric aesthetic integration. It applies concepts of dynamic mechanical variety where players must continuously adapt to new movement systems, camera perspectives, and combat rules within a single encounter. The design emphasizes immediate responsiveness and visual clarity through primitive shapes and synthwave styling, creating player engagement through constant mechanical evolution and pattern recognition across multiple boss transformations.

TECHNICAL ASPECTS

OuterDim was developed in Unity for Windows. The game features phase-based camera systems with cinematic transitions, dynamic movement and shooting mechanics that reset per phase, and weakpoint interaction systems. All interactions support keyboard/mouse and controller input, with DOTween integration for camera shake effects and visual feedback.

HONORS & AWARDS

🏆 "Best Student Game" Award - Code Exordium at Lisboa Games Week 2025
🏆 “Public Choice” Award - Code Exordium at Lisboa Games Week 2025
🏆 "Best Game 2025" Award - Over & Out 2025
🏆 "Best System Developed for a Game 2025" Award - Over & Out 2025
🏆 Nominee for "Best National Academic Game" - Geeks d'Ouro 2026
🏆 Showcased at Lisboa Games Week 2025
🏆 Media Feature - RTP Arena – Featured in a segment on Portuguese-made games

COURSE: "Project Workshop II" – Bachelor in Videogames, Universidade Lusófona (3º year, 2º semester)

PLATFORM: PC (Windows)

DEVELOPMENT TIME: ~3 Months

TEAM SIZE: 4 developers

TECHNOLOGIES USED:

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