Abyss Crew
A browser-based extraction prototype exploring a playable vertical slice, role design, combat, and squad identity.

Abyss Crew is a prototype lab focused on gameplay systems and a clear playable vertical slice. The portfolio presents it as exploratory game development work, with the scope labelled precisely so the work can be evaluated fairly.
What needed solving
An extraction concept is only persuasive when its tension, roles, and core loop can be experienced rather than described in a design document.
What I built
I built the project as a browser prototype with an HTML Canvas gameplay layer and a defined vertical-slice direction.
Why it matters
A strong prototype-lab entry that shows systems thinking and working gameplay exploration without claiming a complete released game.
How I approached it
I narrowed the idea to a vertical slice first: role identity, a combat loop, extraction pressure, and a readable browser prototype. This prevents the case study from promising a massive game while still showing how the systems connect.
Tools & Workflow
Explored with browser technology, HTML Canvas, JavaScript, combat systems, and role-design documentation. It remains a prototype lab without backend or live-service claims.
How this work wasvalidated.
- Prototype systems
- Combat loop
- Role design
- Browser implementation
From intention toimplementation.
Focus the playable slice
Chose an extractable core loop rather than building an untestable full game scope.
Connect role and combat design
Used squad identity to give the player choices a strategic frame.
Architecture at a Glance
Browser game loop using HTML Canvas.
Roles, combat interactions, and extraction pressure.
What this case study does not claim
- Prototype lab entry; not a complete multiplayer production game.