Project Conflict (n.d)

Nuclear Launch Coding (In Association With Zygobot)

Tools Used: Blender, Unreal 5, Github, Jira, Clip Studio Paint, C++

Lead Designer

  • Developed core player systems including the health and movement systems

  • Designed the variable weapon system, and created both the weapons and VFX feedback related to them.

  • Created the menu systems, as well as the loadout systems for the game

  • Created all the VFX systems related to the player, including the chromatic abberation, static, muzzle flare, and screen shake

  • Developed the networking systems and Steamworks integration

  • Have been leading the team through the game’s development in all of its aspects.

  • Created both player models used in game

Project Conflict relies heavily on its netcode much like Federation Mycha and as such uses the same “Network Governance System” (Derpy Nerd Studio, 2024; Nuclear Launch Coding, n.d.). However, it did have a new issue, due to being a competitive game, parity between clients needs to be absolute, instead of allowing slight desync like the old system. In order to ensure systems remained connected, we opted to use a different protocol, one outlined in a paper by Khan et al. (2024) which was mostly concerned with optimizing internet speeds within spaces with limited cellular network. We instead used the same protocol for our connectivity in order to ensure we had the lowest latency possible when utilizing Steamworks (Valve Software, 2008).

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Federation Mycha