Trial of the Gods is an immersive VR hack-and-slash arena game developed in Unity by a team of 5. Stepping into the boots of a dishonored Viking warrior seeking redemption, players must survive three brutal stages of ground and flying hordes to earn their place in Valhalla. To survive, players must physically swing axes, thrust spears, and raise their shields, culminating in high-stakes fights that test their true combat endurance.
As the Technical Game Designer, I bridged the gap between art and code—contributing across the pipeline from core gameplay loop design, VFX, worldbuilding, sound and 3D asset creation in Blender.
To immerse players in the brutal tension of the arena, I composed and produced an intense, high-energy soundtrack that fuses traditional Nordic atmospheric elements with modern, hard-hitting rhythmic beats. I also designed the spatialized sound effects for weapon impacts, enemy audio, and other important cues ensuring players can naturally track the in-game action.
I worked across a bit of everything for this project, starting right from the beginning with the audience research and setting up our core design requirements. On the art side, I used Blender and Substance Painter to 3D model and texture the weapons specifically the axes, swords, spears, and the weapon racks along with environment props like the torches and banners. To get the arena's atmosphere right, I made custom rain and snow particle systems, handled the post-processing filters, and built out the background mountains and skybox. From there, I jumped into the code to actually implement all of those models and textures into Unity, and I wired up the sound FX script logic so the audio triggered correctly during combat. I was fully involved in the whole prototyping phase and stuck with it through the entire development loop.