
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.