PVE Game Prototype

PVE Game Prototype

Unity, C#, Unity Netcode for GameObjects, AI Logic

Period

2026

Duration

Less than 1 month

Team

Solo project

Status

Academic prototype

Overview

Developed as a final elective project, this solo endeavor is a PC-based cooperative PVE game. The primary focus was building multiplayer systems to keep shared combat, quest progress, and player state consistent across connected clients.

Core Mechanics & Systems

  • Asymmetric Class System: Designed and programmed two distinct character classes (Melee and Ranged) with unique combat styles, input handling, and animation logic.

  • Multiplayer Networking: Used Unity Netcode for GameObjects to synchronize player movement, combat events, and environment interactions across connected clients.

  • Shared Quest Architecture: Built a shared quest system to keep objectives and progression consistent across connected clients.

  • NPC Behaviors: Developed enemy AI and interactive quest-giver NPCs utilizing Unity NavMesh and state-driven logic.

Technical Challenge As a solo developer, the key challenge was keeping shared quest progress, combat events, and player state consistent across connected clients while connecting the game’s systems in a maintainable way.

Overview

Developed as a final elective project, this solo endeavor is a PC-based cooperative PVE game. The primary focus was building multiplayer systems to keep shared combat, quest progress, and player state consistent across connected clients.

Core Mechanics & Systems

  • Asymmetric Class System: Designed and programmed two distinct character classes (Melee and Ranged) with unique combat styles, input handling, and animation logic.

  • Multiplayer Networking: Used Unity Netcode for GameObjects to synchronize player movement, combat events, and environment interactions across connected clients.

  • Shared Quest Architecture: Built a shared quest system to keep objectives and progression consistent across connected clients.

  • NPC Behaviors: Developed enemy AI and interactive quest-giver NPCs utilizing Unity NavMesh and state-driven logic.

Technical Challenge As a solo developer, the key challenge was keeping shared quest progress, combat events, and player state consistent across connected clients while connecting the game’s systems in a maintainable way.

© 2026 Ilya Romanenko