Philly ball

January 2026- June 2026

Platform: PC + Arcade Engine: Unity Team Size: 7 Duration: 6 months Role: Gameplay Programmer

Philly Ball is a fast local multiplayer arcade soccer game built in Unity through Drexel University’s EGS Incubator and designed for quick, chaotic matches. Set across locations in Philadelphia, the game uses simple controls, physics-driven gameplay, and power-ups to create competitive multiplayer moments.

As a Gameplay Programmer, I focused on implementing and refining the systems that shaped the game’s core, including: movement, sprinting, jumping, kicking, and their charge levels. These mechanics helped create the chaotic interactions central to Philly Ball, allowing players to launch the ball and their opponents, all through simple controls. I also implemented the Shadow Clone ability, expanding the game’s power-up library and giving players a disruptive power-up that lets them dominate opponents if used wisely.

Trailer

Design Pillars

Fast multiplayer - Matches needed to be quick to understand and easy to restart, especially for arcade cabinet play.

Simple Inputs, Big Outcomes- Core mechanics needed to result in large physics-driven moments

Philadelphia x World Cup - The environment needed to reflect iconic Philadelphia locations while showcasing the nations participating in the tournament.

MY WORK

  • Implemented player movement, sprinting, and jumping

  • Implemented kicking and kick charge levels

  • Tuned physical interactions between players and the ball

  • Implemented the Shadow Clone ability

  • Supported arcade cabinet playtesting and showcase iteration

CORE GAMEPLAY

Move + Sprint to go faster

Jump

Kicking + Charge Levels

Kicking deep dive

Problem: The system helped Philly Ball feel less like a strict soccer simulation and more like a physical arcade game built around readable chaos.

Design Intent: The kick needed to be immediately understandable as a core action while still giving players room to experiment with it through stronger, riskier, and more chaotic ways without overcomplicating it.

Implementation:

  • I implemented a charge-based kicking system where holding the input increases kick strength. Different charge levels affect the force applied to the target as well as the height multiplier, letting players choose between short taps for low kicks and longer presses for high clears.

Result: Because the ball and players interact through physics, charged kicks can create unpredictable moments. Players can launch the ball into opponents, disrupt positioning, create rebounds, and turn simple inputs into chaotic multiplayer outcomes.

ShadowClone Spotlight

I also implemented the Shadow Clone ability, a disruptive power-up that lets players confuse opponents and create sudden momentum shifts during matches. The goal was to add a playful arcade tool that could interrupt predictable play without making the match unreadable.

Arcade cabinet deep dive

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