In this article, I’ll discuss the importance of input design focused on gamepads, introducing the concept of Gamepad First (an analogy to Mobile First in interface design). I’ll also present a solution to globally abstract Unity’s Input System using an organized mapping across two action maps (Player and UI), covering all the necessary inputs for a gamepad in an expandable and efficient way.
While researching how to implement bullet hell patterns, I realized that it is a topic that is rarely discussed, especially when it comes to more complex patterns beyond circles and spirals. With this in mind, I analyzed how professional games create these patterns and developed a simple solution that allows the creation of varied bullet hell patterns through low-resolution images.