Project Type
Class Project
Team of
3
Project Duration
<2 Weeks
Software Used
Unity
Language Used
C#
Platform
Windows PC
Primary Role(s)
Network Programmer
Game Description: A 2D co-op survival game where two players must fight off supernatural threats inside a haunted mansion. Linked through a local network, both players work together to stay alive and rack up the highest score possible — all while navigating a dangerous, mysterious realm filled with twisted spirits and secrets from beyond. Built in Unity with custom LAN-based networking, Veil delivers smooth, tightly synced multiplayer gameplay in a compact but intense survival experience.
Genre: 2D Survival Platformer
Veil is a 2D survival platformer where two players are trapped inside a haunted mansion filled with deadly spirits and shifting threats. Connected through a local network, players must cooperate to survive as long as possible, scoring points by defeating enemies and avoiding the unknown. Built in Unity and powered by a custom LAN-based networking system, Veil ensures smooth multiplayer syncing and fast-paced co-op action. With its eerie tone, spiritual foes, and score-based survival loop, the game challenges both reflexes and teamwork in a confined, tension-filled setting.
As the lead programmer for Veil, a 2D co-op survival game developed in under two weeks by a team of three, I was solely responsible for implementing and managing the game’s networking functionality using Unity 2022.3.17f1’s built-in Network Manager.
I designed the system to allow two players to connect over a shared local network (LAN), ensuring that all key gameplay elements were synced properly between both clients. This included:
Player Spawning: Each player would correctly appear and update on both PCs, maintaining consistent position, input, and animations in real time.
Enemy Spawning: Enemy entities were synchronized across both instances, appearing at the same time and location on each client, ensuring identical gameplay experiences.
Pause & Game Over Syncing: I implemented global prompts so that pausing or ending the game on one machine would trigger the same state on the other — maintaining immersion and clarity for both players.
Shared Score Counter: A score system that dynamically updated and reflected progress on both clients, ensuring accurate and synchronized feedback for co-op gameplay.
These systems were built from scratch using Unity’s Network Manager, demonstrating my ability to work within time constraints while solving core multiplayer challenges like spawn synchronization, state management, and real-time data updates.
Despite the game being small in scope, this project was a deep dive into practical networking logic and showcased my strengths in system reliability, rapid prototyping, and co-op gameplay design — all within a production-style pipeline.