
What is Curse Breakers?
Cursebreakers is a first-person, online multiplayer, social horror game where you and your friends are tasked with breaking the curse in a manor before it seeps out into the rest of the world. Navigate through the twisting halls, collect items, and overcome challenges to dispel the curse that has possessed one of your friends. Can you prevent the end of the world?
The game was showcased at Imagine RIT 2026 and was a finalist for Technical Excellence at RPI Gamefest 2026.
Core Gameplay Features
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Asymmetrical online multiplayer game made in Unity, utilizing Steamworks.
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3D PCG system, using Wave Function Collapse along with Weighted Graph navigation in order to create a fully semantic multi-floor level.
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First-person gameplay system, including player inventory, environment interaction, and combat.
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Random Haunt and Objective are chosen each run from multiple options based on the player's gameplay.
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3 Haunt monsters, offering unique gameplay with their own abilities and traversal type.


contributions
For Curse Breakers, I designed and developed a multi-floor procedural house generation system built in Unity that creates unique haunted mansions each playthrough while preserving gameplay quality.
Inspired by Wave Function Collapse techniques, the system assembles rooms using modular tiles, semantic placement rules, and connectivity logic to ensure every layout feels handcrafted rather than random.
The generator supports multiple floors, vertical traversal, unique gameplay spaces, and controlled room distribution, allowing key locations such as entrances, altars, and objective rooms to appear in meaningful places.



I also created a post-generation validation and repair system that analyzes the house after creation and intelligently fixes unreachable rooms or broken paths, ensuring every level is fully playable. This project combined technical design, systems thinking, and level design philosophy—balancing replayability, horror pacing, and architectural believability to create spaces that feel both unpredictable and intentionally designed.
Alongside the generation systems, I was responsible for creating many of the house’s handcrafted room modules and their gameplay identities. Rather than designing rooms as simple visual spaces, I treated each one as a self-contained encounter meant to surprise players and reinforce the haunted unpredictability of Curse Breakers. Examples include the Evil Tree Room, where a cursed tree tracks and attacks players once it spots them; the Casino Room, a risk-versus-reward tribute to The Binding of Isaac built around chance and temptation; and the Floor Drop Room, where unstable flooring collapses beneath the player, sending them crashing to the level below. My goal was to ensure every special room introduced a memorable mechanic, environmental story, or moment of tension, turning exploration into a constant mix of discovery, danger, and player-driven stories.


Laslt, I contributed heavily to the design and implementation of Curse Breakers’ haunt and objective systems, helping build the core structure that transforms each match from cooperative exploration into asymmetric horror. I worked on the systems that determine when the mansion becomes fully haunted, assign dynamic objectives to both the surviving players and the newly chosen Curse Host, and drive the match into its second phase of tension and betrayal. This included designing player objectives such as destroying altars, collecting ritual items, or assembling weapons to fight back, while also supporting monster-side goals centered around hunting, disruption, and controlling key locations. My focus was on creating systems that gave both sides clear goals, meaningful counterplay, and enough randomness to keep every round feeling unpredictable, replayable, and socially chaotic.
