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Igor Coseanic
Igor CoseanicSenior Unity Developer
Architecture ShowcasePC • Cross-platform

Component Ability System

A modular, ScriptableObject-driven gameplay ability framework with execution sequencing and status effects

My RoleSoftware Architect & Developer
CategoryArchitecture Showcase
PlatformsPC, Cross-platform
Architecture Type:Component-Based(Verified)
Decoupling:ScriptableObject Data(Verified)

Gameplay Video & Visual Showcase

2 Demo Videos
Runtime Ability Execution — Gameplay Demo
HD MP4
Live gameplay demonstration showing targeting, ability execution sequencing, and status effects in action.
Inspector-Driven Ability Construction — Editor Workflow
HD MP4
Composing an AbilityConfig ScriptableObject in the Unity Inspector from modular components (LockInput, VisualFX, Sound, Animation, Movement) without writing new code.

Systems & Engineering Ownership Breakdown

✓ Personally Implemented
  • •Component-based ability pipeline with pluggable execution steps
  • •ScriptableObject data architecture for designer-friendly configuration
  • •Target selection and filtering algorithms (area of effect, single-target, chain)
  • •Instant and over-time effect processing system with duration management
  • •Status effect container handling buffs, debuffs, and stackable states
Technologies & Libraries
UnityC#ScriptableObjectsComponent ArchitectureDependency Injection

Architectural Philosophy

The Component Ability System was developed to address common architectural pitfalls in gameplay programming: monolithic character classes, hardcoded spell behaviors, and rigid animation event coupling.

By decomposing an ability into atomic, reusable components (Targeting, Execution, Effects, and Status Modifiers), designers can assemble complex abilities in the Unity Inspector without writing new C# code.

Key Subsystems

  • Ability Definition: ScriptableObject holding configuration data, mana costs, cooldowns, and effect lists.
  • Target Selection: Decoupled algorithms handling single-target, cone, radius, and chain targeting.
  • Effect Processor: Manages instant impacts (damage, healing, force) and over-time modifiers (burn, slow, haste) with tick rate controls.