State-driven game flow
Start, level selection, ready, fight, and end states keep scene transitions, combat entry, victory, failure, and pause behavior organized.
Project 003 / Unity Tower Defense
A level-based tower defense demo focused on a complete playable loop: select a stage, place towers, start enemy waves, upgrade defenses, resolve combat, and preserve records.

Project focus
Structured the game around a finite-state flow, dedicated controllers for levels, towers, enemies, fight logic, scenes, tips, and archive data, plus config-driven tower, enemy, and level definitions.
Start, level selection, ready, fight, and end states keep scene transitions, combat entry, victory, failure, and pause behavior organized.
Dedicated controllers coordinate tower placement, upgrades, projectile behavior, enemy spawning, wave progression, and battle UI feedback.
Tower, enemy, and level configs define the playable content, while archive models and panels keep player progress accessible through the menu flow.
Captured from demo video




Challenge
The demo presents a complete tower-defense loop: choose a level, place and upgrade towers, start waves, handle victory/failure screens, and maintain save records.