My Role
I am the solo developer for this project. I'm the programmer, UX and UI designer, Level designer, and publisher. Most of 3D models, textures, and sounds, are property of third-party artists.
Project Overview: A high-intensity, top-down multiplayer shooter for Android inspired by Dead Ops Arcade and Call of Duty Zombies. The game features a persistent server environment where players contend with escalating waves of AI zombies, tactical enemy soldiers, and other players in a shared open arena.
Key Technical Implementations:
- Server-Authoritative Networking: Built a robust multiplayer architecture using Mirror. Implemented server-side validation for movement, damage calculation, and weapon logic to prevent client-side cheating, utilizing [Command], [ClientRpc], and SyncVars for state synchronization.
- Scalable Architecture: Designed a modular system using ScriptableObjects for Perk and Weapon definitions, allowing for rapid content iteration without code refactoring. Utilized Interface Segregation (SOLID) with IWeaponOwner and IDamageable to decouple weapon logic from specific entity types (Player vs. AI).
- Advanced AI Behaviors:
- Melee AI (Zombies): Implemented efficient NavMesh pathfinding with server-side spatial checks for target acquisition optimization.
- Ranged AI (Soldiers): Developed a custom "Human-like" aiming system using Quaternion math and Perlin-style noise to simulate reaction times and aiming inaccuracy, preventing "laser-aim" behavior while maintaining tactical difficulty.
- Mobile Controls: Created a dual-joystick input system (Movement/Rotation) with optimized raycasting for mobile performance.


