misanthrope

Game Development · Unity · C#

misanthrope

A 3D/2D Hybrid Game with a Sketchbook Aesthetic

Overview

misanthrope is a game built with Benjamin Oliveria and Michael Salton that blends 3D environments with 2D elements to create a distinctive sketchbook aesthetic. Players control Timon through a demo level filled with collectibles, branching paths, and enemies — with the ending determined by how much they explore.

The project prioritizes feel and polish: a 3-hit combo with timing depth, a rotatable camera for exploration, full audio design for every interaction, and procedural object placement using Poisson Disc Sampling — all wrapped in a hand-crafted visual style driven by custom toon shaders.

Features

Sketchbook Aesthetic

A distinctive visual style that blends 3D environments with 2D elements, creating a hand-drawn sketchbook look.

Exploration & Collectibles

A level filled with collectibles that change the ending — some visible, some hidden in off-path routes. Multiple endings encourage replayability.

Rotatable Camera

Players can rotate the camera to reveal hidden paths and view the world from new angles, rewarding curiosity.

3-Hit Combat

A 3-hit melee combo with timing depth — spam for rapid attacks, or time inputs to extend the combo and cancel into a dash.

Dash Mechanic

A dash ability (Space) doubles as a movement and combat tool, letting players evade enemies or close gaps quickly.

Poisson Disc Placement

Procedural object placement using Poisson Disc Sampling — natural, gap-free distribution without grid artifacts.

Dynamic Day/Night Cycle

Real-time sky and lighting transitions shift the mood of the world as time passes.

Custom Toon Shaders

Hand-crafted toon shaders reinforce the stylized sketchbook aesthetic across all characters and environments.

Audio Design

Full audio implementation: combo swing sounds, randomized footsteps, dash SFX, enemy spawn animations with audio, and ambient sound instead of music.

Technology

UnityC#GLSLGame Development