Core Gameplay Systems
Designed and programmed the fundamental gameplay loop around zone capture, territory control, and team scoring, ensuring constant player engagement with strategic decision making.
Implemented three distinct player classes, each with unique weapons, abilities, and playstyles.
Balanced cooldowns, weapon damage, traversal speed, and class advantages to create a competitive experience.
Advanced Movement and Traversal Mechanics
Built fast-paced FPS traversal systems, Wall-running, Wall-climbing/mantling, and Grapple gun mechancis with physics based trajectory, swing forces, and recovery control.
Multiplayer Architecture (Photon PUN)
Implemented matchmaking with private/public lobbies, map selection, and synchronized match states.
Synced player movement, ability usage, and damage across clients using Photon RPCs, PhotonView, and server authoritative components.
Level Design and Map Construction
Designed and built a compact arena style map emphasizing vertical and traversal flow, defined chokepoints, flanking routes, and sightlines, Balanced cover placement to support offensive pushes and defensive holds.
Created environmental layouts that encourage movement mechanics such as grapple, wall-run, and climbing.