About this portfolio

SEO

100 words

  • Unity
  • Multiplayer
  • LiveOps
  • C#

Leonardo Lycan is a Lead Game Developer specializing in Unity game development, multiplayer architecture, gameplay systems, LiveOps, and technical production. This portfolio brings together published projects, playable prototypes, product studies, and articles on game engineering, applied AI, Web3, onboarding, and digital experiences. The work combines team leadership, C# programming, service integration, performance optimization, and clear communication across design, art, and business. For projects, consulting, or collaboration, Leonardo takes a practical approach: understand the problem, build a robust solution, and turn complex requirements into memorable experiences for players and digital products with measurable, lasting impact for teams, audiences, and product goals.

Production case

A third-person multiplayer stealth-action prototype built around terminal objectives, timed rounds and vertical traversal. Teams infiltrate multi-level environments using mantling, ledge climbing and ziplines to reach guarded terminals, blending tactical stealth approaches with fast-paced combat when cover is blown during high-stakes timed operations.

Explore the case
ClientConfidential client
Period2026 — prototype
RoleLead Developer — Unity gameplay, multiplayer and tools
PlatformsPC
01

Challenge

Validate a competitive round where stealth, combat, objectives and mobility remained readable while the environment and rules were still evolving.

02

Solution

Integrate team state, terminal objectives, timer, loadout, weapon switching and traversal into a third-person controller while keeping relay, direct and localhost sessions on the same game state.

03

Outcome

A playable multiplayer slice with network indicators for fast testing, recorded in internal devlogs across blockout, lighting pass and different movement tests.

An objective-driven round

The prototype structures every match around terminals distributed across the map. Players manage time, position, both team states and combat resources while deciding when to remain hidden and when to act.

Gameplay before finish

The devlogs record two readings of the same system: a dark environment used to validate lighting and silhouette, and a colorful blockout that makes routes, heights and collisions easy to inspect. Alternating between them speeds decisions without confusing technical progress with final art.

A connected system set

The preserved slice includes a third-person controller, primary and secondary weapons, between-round loadouts, objectives, timer, alive-player state and vertical-traversal experiments. The case focuses on integrating those pieces in multiplayer.

One foundation for different connections

Relay, direct and localhost sessions share the same game state. Separating match rules from connection topology made latency and synchronization observable without requiring a different implementation for each test environment.

Confidentiality boundary

This case is published in anonymized form. Videos were cropped to remove the desktop and editor, contain no audio and show only the technical slice selected for presentation. The client, production and complete devlogs remain private.

Inside Triple Z Stealth

01

Risk

What could fail?

Validate a competitive round where stealth, combat, objectives and mobility remained readable while the environment and rules were still evolving.
02

Decision

What changed the direction?

Integrate team state, terminal objectives, timer, loadout, weapon switching and traversal into a third-person controller while keeping relay, direct and localhost sessions on the same game state.
03

System

What can the team reuse?

A foundation built with Unity, C#, Multiplayer, Relay, Game State, Tooling to support iteration and delivery.
04

Outcome

What became better?

A playable multiplayer slice with network indicators for fast testing, recorded in internal devlogs across blockout, lighting pass and different movement tests.
Technologies

Unity · C# · Multiplayer · Relay · Game State · Tooling

Links

Available on request

Closure

What this project leaves.

A playable multiplayer slice with network indicators for fast testing, recorded in internal devlogs across blockout, lighting pass and different movement tests.