Sculpted and vertex-painted the claustrophobic volcanic arena using Unity's Terrain tools, modeling specific focal assets to fit the dark fantasy pirate aesthetic. I also created a custom scrolling lava shader with dynamic emissive properties to heighten the atmosphere of the boss fight
Designed a structured, sequential gameplay loop spread across 5 distinct scenes to manage the narrative tension. The game transitions smoothly from the initial playable exploration into a scripted cutscene when placing the orb, shifting to a cinematic deck sequence, followed by a pre-fight cinematic build-up, and finally dropping the player into the active playable boss fight. This scene-based pipeline completely avoids complex input-blocking code by isolating active gameplay states from custom Unity Timeline and Cinemachine animations.