// Project 04

Royal Run

3D endless runner with procedural chunks, dynamic difficulty and Cinemachine flair.

UnityC#CinemachineProcedural Gen
Royal Run

// Highlights

What I Built

  • Developed a 3D endless runner using Unity and C# with procedurally generated gameplay environments.
  • Implemented runtime chunk generation and recycling systems to create infinite level progression.
  • Designed an extensible collectible framework using inheritance and abstract classes.
  • Created dynamic difficulty systems that modify game speed, gravity, and camera behavior in real time.
  • Integrated Cinemachine camera controls with smooth FOV transitions and visual effects.
  • Built collision, scoring, animation, and collectible systems using Unity Physics and event-driven gameplay logic.
  • Utilized coroutines, collections, and object-oriented programming principles to create modular and scalable gameplay systems.
  • Developed randomized obstacle and pickup spawning systems to increase replayability.