Role : Gameplay Programmer
Moteur : Unity
Language : c#
Plateforme : Oculus Quest 2 / 3
Player : 2 - 12
Duration : 10 months
Within an arena procedurally generated around your place, Grab your bow and join an intense free-for-all match against up to 12 players. Try to get at the top of the podium by killing your adversary and mastering the arena.
In the game lobby, I developed the player setup system, providing a dedicated zone for players to enter their name and email, as well as select their character skin. I also implemented the overall setup flow to ensure a smooth and intuitive experience.
In the Arena level, I managed the falling mechanics for players leaving the platform. I implemented the aim assist system for the bow to enhance precision and gameplay fluidity. Additionally, I contributed to minor adjustments in the procedural level generation.
I developed the system for configuring the play area, enabling users to define calibration anchors, set zone boundaries, and identify obstacles using the Oculus Quest 2's Passthrough vision. I also implemented the user interface to streamline the setup process. Additionally, I optimized the system to calculate the largest possible play area within the defined zone, maximizing space to support the highest number of simultaneous players. Finally, I handled the synchronization between the player and the server during the setup phase to ensure consistency and a seamless multiplayer experience.
I contributed to the integration of the Game Master's UI, ensuring it provided clear and efficient tools for controlling and monitoring the party. I implemented leaderboards for both the Purgatory and Photocall. sections and the scoring systems, enhancing player engagement and feedback. Additionally, I also implemented the in-game UI for players,as well as the interface for the playzone setup.
I managed the game flow, Handling the player connection and disconnection, checking if their is enough player to start a game. Asking players to create a playzone if their is none.