PROJECT /05
Crystal Miner
A KWINTET GAMES PROJECT
DISCONTINUED
- ROLE
- Game Developer / Game Designer
- ENGINE
- Unity
- FORMAT
- 2D / 3D Hybrid

OVERVIEW
The Project
Crystal Miner revolves around a compact mining-progression loop. The player enters the mine, excavates terrain to collect resources, manages limited pickaxe durability, and spends gathered materials on upgrades before returning to the mining cycle.
SYSTEM HIGHLIGHTS
Core Systems
A selection of core gameplay systems highlighted through media and code.
TECHNICAL PRESENTATION
Gameplay + Code
The mouse-only branch resolves horizontal direction toward the clicked destination and stops within a configurable arrival tolerance. This is a branch from MovePlayer; collision checks and fixed-step displacement follow it.
Movement
Click-based navigation used to position the player throughout the mining area.
- CONTRIBUTION
- Implemented the project's basic click-based movement loop.
case Manager_KeyBindingManager.ControlScheme.MouseOnly: if (isMoving) { float horizontalDistance = targetPosition.x - transform.position.x; if (Mathf.Abs(horizontalDistance) <= destinationTolerance) { isMoving = false; } else { moveDirection = horizontalDistance > 0f ? Vector2.right : Vector2.left; } } break;ARCHITECTURE
System Map
Mining and progression loop
The verified gameplay flow connects player navigation, excavation, traversable-space adjustment, resource gain, and equipment progression. Pickaxe durability constrains digging within the loop.
- Player Input
- Flows to: Navigation
- Navigation
- Flows to: Digging
- Digging
- Flows to: Sprite Mask
- Flows to: Pickaxe Durability (Constraint)
- Sprite Mask
- Flows to: Area Adjustment
- Area Adjustment
- Flows to: Resource Gain
- Resource Gain
- Flows to: Upgrade System
- Upgrade System
- Flows to: Improved Equipment
- Improved Equipment
- Flows to: Return to Mining
- Return to Mining
- Flows to: Navigation
- Pickaxe Durability
SCOPE
Responsibilities
GAMEPLAY SYSTEMS
- Implemented the click-based movement and excavation interaction flow.
- Connected movement, excavation, resource gain, and upgrades into the playable mining loop.
TERRAIN & TRAVERSAL
- Used Sprite Masks to visually remove sections of terrain during digging.
- Implemented progressive collider reduction and repositioning as excavation advanced, making newly excavated space traversable.
PROGRESSION
- Built the upgrade flow used to spend gathered resources on gameplay improvements.
DEVELOPMENT NOTES
Development Process
- 01
CORE LOOP
The prototype was structured around a repeatable loop: navigate, excavate, gather resources, improve equipment, and return to mining.
- 02
EXCAVATION PROTOTYPE
Sprite Masks created the visible digging effect without rebuilding the terrain artwork itself.
- 03
TRAVERSABLE SPACE
Rather than reconstructing a collider for every excavated shape, the blocking collider was progressively reduced in width and shifted slightly away from the player as digging advanced. This delivered the intended traversal result with a simpler implementation.
- 04
PROGRESSION
The mining loop was connected to an upgrade system so gathered resources could feed back into further gameplay progression.
SELECTED MEDIA
Gallery



