🏆 Best Game Award — University Showcase

The Peak
Don't Climb It

A turn-based tower defense game where players stop climbers from reaching the summit using a card-based obstacle system. Built with a team of 6.

Unity C# Cinemachine ScriptableObjects
Overview

What the game is

The Peak — Don't Climb It is a turn-based tower defense game developed in Unity. Players prevent a group of climbers from reaching the top of a mountain by strategically placing obstacles through a card-based system inspired by Clash Royale. Each climber has unique behaviors and counters to specific obstacles, adding a layer of strategic depth on top of the core tower defense loop.

Developed as a university capstone project by a team of 6, it won the Best Game Award at the end-of-year showcase.

Team size6 people
GenreTurn-based tower defense
EngineUnity / C#
Result🏆 Best Game Award
StatusCompleted
Team

Roles on the project

Gameplay Programmer

Darío Calderón Tornero — death system, camera, managers, vignettes, counters, audio.

Gameplay Programmer

Grid, pathfinding and card-placement logic.

Gameplay Programmer

Climber behaviors and obstacle interactions.

VFX Artist

Particle effects and visual polish across death sequences and abilities.

3D Artist

Mountain environment, climbers and obstacle models.

Game Designer

Card system balance, climber types and level progression.

My contribution

What I built on this project

Working within a team of 6, this is the part of The Peak that was entirely mine — from architecture to implementation.

Death System

Full pipeline: hit detection, death type classification, dynamic cinematic camera framing, per-death-type VFX and animation triggering.

Vignette System

Dynamic HUD showing every active climber ordered by urgency, updating in real time, with click-to-focus camera interaction both ways.

Counter System

Reaction logic tying each climber type to its counter obstacle, visually surfaced directly on the vignette UI.

All Game Managers

GameManager, TurnManager and SpawnManager — global state, turn sequencing and climber spawning tied to level progression.

Cinemachine Camera

Full camera system: WASD panning, smooth rotation and zoom, plus automatic cinematic framing during deaths.

Audio

All sound effects and music, implemented as event-driven reactions to deaths, counters, card placement and UI.

Grid & Pathfinding

Participated in the tile-based mountain grid and the pathfinding system that keeps climbers finding an upward route.

Scoring & Progression

Score tied to climber eliminations and efficiency, with mountain difficulty scaling across levels.

Systems

More technical detail

Vignette urgency sorting

Climbers reorder in real time in the vignette HUD based on live proximity to the summit. Clicking a vignette moves the camera to that climber, and clicking a climber on the map highlights their vignette.

Manager architecture

TurnManager recalculates paths once per turn — not per climber — avoiding direction-change artifacts. SpawnManager ties climber spawning to mountain level progression.

Grid & pathfinding

A tile-based mountain grid with camp nodes defining intermediate waypoints, ensuring climbers always find a valid upward route each turn.

Tech stack

Built with

Engine
Unity
Language
C#
Camera
Cinemachine
Data
ScriptableObjects
Pathfinding
Custom NavMesh + waypoint system
UI
Unity UI + TextMeshPro
Audio
Unity Audio System
VFX
Particle System + Visual Effect Graph
📦 The project repository was created and is maintained by a teammate. I contributed as a collaborator. github.com/Alexr5k7/ThePeak →