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.


























