Jump King Quest

Commercial · Video Game · 2021–2025

Jump King Quest

A full action-adventure built on top of the Jump King universe — shipped on Steam.

About the project

Jump King Quest is an online multiplayer action-adventure RPG built by Nexile — a full sequel to the cult classic Jump King. Set in the sprawling interconnected world of The Heights, it blends precision platforming with souls-inspired combat, 60+ weapons, character progression, dungeons, and bosses, while supporting seamless online co-op and PvP. The multiplayer runs on a custom-built networking system that integrates with Steam Networking and Steam Relay, using rollback netcode to keep gameplay responsive across varying connection qualities. Released on Steam in Early Access in February 2025, it launched to Very Positive reviews and is scheduled to leave Early Access in May 2026. I joined the core team early in development and contributed across a wide range of systems throughout the project's lifecycle.

My Role

I worked as a programmer on the core team, primarily owning the UI layer — from HUD elements like the health and stagger bars to full systems like the inventory, settings menus, item notifications, and the in-game map. Beyond UI, I implemented a broad range of gameplay systems including scene loading, interactables, audio integration, character creation and equipment, area rendering settings, and various player and enemy mechanics. Most of these systems also required building accompanying Unity editor tooling, giving the rest of the team the means to configure, extend and iterate on the content without touching code. My work spanned most areas of the game, while the final visual polish and art pass for most features was handled by the art team. often bridging the gap between design and engine by turning systems into polished, player-facing features.

Systems & Features

Interactables & World

  • NPC system with Yarn Spinner dialogue integration
  • Door logic
  • Trigger teleports
  • Item pickups & chests
  • Dynamic props — toggled by triggers or dialogue events
  • Rayman walls — geometry revealed when the player enters a trigger zone

Navigation & Scene Management

  • Map system
  • Fast travel via the Handmaiden
  • Seamless background scene loading & unloading
  • Requested scene loads (e.g. walking through doors)
  • Area & sub-area name popups

Game Systems & UI

  • Main menu
  • Health & stagger bar UI
  • Inventory system
  • New item notifications
  • Patch notes popup
  • The Library system

Settings (UI + Gameplay Implementation)

  • End-to-end settings pipeline: UI setup plus runtime game/application of values
  • Gameplay settings
  • Graphics settings
  • Audio settings
  • Keybinding configuration

Audio

  • FMOD integration
  • SFX triggers
  • Ambience zones, music based on player location
  • Boss music system

Character Systems

  • Character creator
  • Equipment system — visuals & stat adjustments
  • Cloth simulation (Magica Cloth)
  • Facial expressions via blendshapes

Environment & Rendering

  • Area settings based on player location— skybox, post-processing, ambient occlusion, lighting, bloom & fog
  • Camera system
  • Object pooling system for particles and visual effects

Gameplay Mechanics

  • Hanging & dropdown mechanic
  • Consumable system
  • Item upgrade system
  • Yield fading system — players faded in with interaction disabled until fully connected
  • And a lot more various enemy & player mechanics

Technologies

  • Unity
  • C#
  • FMOD

Gallery