Beast is a fast-paced 3D action game with a heavy boss fight focus, currently in development at Tostekatten. We wear our inspirations proudly, taking after the Souls series and the likes of ULTRAKILL.
The visual direction draws on ULTRAKILL's aggression, Dark Souls' weight, and Jujutsu Kaisen's aesthetic sensibility, realised through a strict monochrome palette with sharp colour accents. Every visual decision is in service of atmosphere and readability.
In possibly my most ambitious project, Beast aims to be a fully 3D, melee based "boomer shooter", a genre not many dare to touch due to the extreme level of polish needed to make this type of gameplay feel fair.
The player character (B) uses a claw-based melee system, alongside parries, a hookshot, and several other abilities. My responsibilty was to create and tune these mechanics, polishing them to the levels of games like ULTRAKILL or Nine Sols
The bosses run on a custom behaviour tree built in Unity. Phase transitions trigger visual and mechanical shifts - new attack patterns, increased aggression, and environmental changes that signal the escalation. All combat logic is driven by animation events rather than timers, keeping behaviour tightly coupled to what the player actually sees.
Shader work includes JJK-inspired cel shading implemented via Shader Graph, and a motion stretch vertex shader for smear-frame animation. The cathedral environment uses volumetric god rays, layered ground fog, and a space distortion shader tied to the boss's abyss theme.
Post-processing is handled per-phase - the second phase shifts the colour grading and adds visual noise to signal the change in stakes.