Nexus Rush
titleABOUT THIS PROJECT
A mobile roguelike tower defense, and the first thing I shipped as part of a studio.
My internship at Beastwoe Games, and the first codebase I have worked in where other people depend on what I ship. Nexus Rush is a mobile roguelike tower defense, and my half of it is the layer the player actually touches: the HUD, the menus, the buttons, and the progression system wrapped around a run. The build that is public right now predates my work, so none of what is described here is in a version you can go and play yet.
Battle pass system
Architected the layout end to end: tiered rewards, progression tracking, and the data persistence that keeps a player's progress across sessions.
HUD and pause menu
Designed HUD layout changes and pause menu behavior against design specs, rather than inventing the rules myself.
Damage-over-time tuning
Tuned damage-over-time effects to match how the designers wanted fights to feel, which meant a lot of playing the same wave.
Buttons and calls to action
Reworked in-game buttons and calls to action for clarity and usability, aimed at the community engagement the team was tracking.
Where to find it