David Monroy is a Unity game designer and developer focused on gameplay
systems, procedural generation, technical design, and dark-fantasy
experiences across PC and mobile.
Solo Work
Conclavium
Horror Survival Prototype | Mar 2026 - Jun 2026 | TYPHEREUS
- Integrated FishNet, Facepunch.Steamworks, and FishyFacepunch for 3-4 player Steam co-op.
- Implemented server-authoritative movement, health, death, ragdolls, enemies, combat, traps, doors, and loot.
- Built deterministic seed-based procedural dungeons with synchronized rooms, encounters, and spawn positions.
- Designed procedural rooms, extraction objectives, jumpscares, and risk-versus-reward exploration.
- Added Steam Rich Presence, Friends-list joining, lobby connections, and local multiplayer testing.
- Developed room culling, enemy activation, light culling, object pooling, and runtime NavMesh generation.
Open-World Creature-Collector RPG | Mar 2026 - Sep 2026 | TYPHEREUS
- Engineered a 256×256-cell overworld with pooled tile, NPC, prop, and building streaming so only nearby regions load.
- Built wild, Geist, and trainer battles with turn-based actions, Casket capture, enemy AI, and ability-specific combat VFX.
- Created ScriptableObject Geists with 30+ archetypes, genetic modifiers, leveling, shinies, evolutions, cries, and Geistdex data.
- Implemented seeded procedural dungeons with erosion, dead-end cleanup, special rooms, incremental streaming, and daily regeneration.
- Authored a typed event bus plus data-driven world, dialogue, quest, pooling, culling, and GC-conscious loading systems.
Anomalous
Horror Survival Prototype | Feb 2025 - Sep 2026 | TYPHEREUS
- Built edict-based travel sessions with vehicle movement, arrival, death, rewards, anomalies, and cleanup.
- Generated missions with class, rank, elemental identity, distance, rewards, covenant, and dynamic difficulty.
- Designed layered resources, invocation combat, responsive UI Toolkit HUDs, and ScriptableObject content architecture.
- Tuned rendering, post-processing, world-space UI, shaders, video textures, and Android performance.
- Implemented a Google Play Publisher API CLI for signed AAB uploads and production releases.
2.5D Spline-Based Vehicle Shooter Demo | Oct 2025 - Nov 2025 | TYPHEREUS
- Built custom terrain generation and runtime world streaming with forward loading and backward unloading.
- Developed vehicle movement, turret targeting, raycast weapons, beam effects, health, damage, and bosses.
- Created spline-driven enemy navigation, attack behaviors, enemy archetypes, and escalating waves.
- Implemented object pools, cached spline data, procedural enemy animation, and data-driven architecture.
Lunaeris
2D Action-Platformer Prototype | Sep 12, 2024 - Dec 16, 2024 | TYPHEREUS
- Built 2D locomotion with variable-height jump, melee hitboxes, ground dash, and mouse-aimed projectiles.
- Implemented weighted auto-scrolling platform spawning, jump-through platforms, and obstacle variation.
- Designed ground spawners, platform enemies, multi-HP combatants, flying enemies, and spline-driven bosses.
- Created ScriptableObject cutscenes with illustrated panels, voiceover, subtitles, music, and skippable playback.
- Centralized VO/BGM/SFX playback, hit-flash shaders, screen shake, and intentional 24 FPS cinematic locking.
- Authored dark-fantasy animation sets, sequence art, and URP 2D lighting.
Demon-Brawling Prototype | [Month 2026 - Present] | TYPHEREUS
- Built stationary 2.5D combat with mouse-directed attacks, blocking, camera shake, hit reactions, SFX, and particles.
- Implemented skull-based demon encounters with rarity ranks, unique encounters, fallbacks, recoloring, and summon effects.
- Created rank-scaled enemy behaviors, progression, leveling, attributes, rewards, inventory, and persistent saves.
- Built skull hotkeys, roster displays, enemy health UI, floating combat text, level-up feedback, and a runtime cursor.
Dungeon Clicker | Apr 2024 - May 2024 | TYPHEREUS
- Designed, built, and published a portrait idle dungeon crawler to Google Play production.
- Implemented tap-to-strike combat, swipe depth traversal, hit-stop VFX, camera shake, haptics, and audio pooling.
- Built ScriptableObject enemies and bosses with rarity-weighted encounters and tunable endgame scaling.
- Designed progression, consumable IAP packs, atomic JSON saves, DTO versioning, and save migration.
- Created a dark pixel-art combat stage with portrait UI, floating combat text, weapon animations, and boss-gated floors.
2.5D RPG Demo | May 2023 - Nov 2023 | TYPHEREUS
- Designed procedural terrain and encounters for variety across playthroughs.
- Built inventory, combat, progression, editor tools, and inspector workflows for designers.
- Optimized performance across diverse PC hardware and implemented complex 2D character rigging.
- Developed fast-paced action combat blending RPG depth with real-time play.
2D ASCII-Inspired RPG Demo | Jul 2022 - Dec 2022 | TYPHEREUS
- Leveraged AI-assisted workflows to reduce asset creation time.
- Built procedural maze layouts for exploration gameplay.
- Created custom Unity inspector extensions and tactical turn-based combat.
Demo 2D RPG | Jan 2022 - May 2022 | TYPHEREUS
- Implemented custom binary serialization and modular inventory systems.
- Built procedural grid-based map navigation with dynamic exploration.
- Developed branching dialogue mechanics.
2.5D Shooter | May 2022 - Jul 2022 | TYPHEREUS
- Designed adaptable UI, AI navigation, and Mecanim-driven character movement.
- Optimized frame rate and memory for low-end mobile devices.
- Built reusable ScriptableObject systems, touch controls, custom physics mechanics, and URP visuals.
2D Exploration Game | May 2020 - Nov 2020 | TYPHEREUS
- Built collection mechanics to track and reward exploration.
- Created varied environments through procedural generation.
PC | Jan 2020 - Mar 2020 | TYPHEREUS
- Designed an emergent narrative system allowing the story to evolve dynamically.
- Implemented lightweight procedural map generation.
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