Vertigo Arena
High mobility multiplayer FPS in a hazardous environment
Made for the AIE Major Production Unit
Project Duration: 12 weeks
Made in: Unity
Role: Project lead, Lead Programmer
Cyber-enhanced freaks compete for glory on top of a long forgotten skyscraper, in a blood sport where guns, impulse grenades and going fast are all the hype.
Two teams of up to five players eliminate each other with a selection of four powerful weapons, and a repulsion grenade that pushes other players (and yourself) around.
Vertigo is an online and LAN only experience.
Development
I was the lead programmer and implemented online networking for the game using Mirror for Unity. Vertigo is server-authoritative, making use of client-side prediction and reconciliation.
I wrote the movement code and was responsible for designing the movement systems, including making a custom character controller as the Unity character controller was insufficient for our needs.
I worked with the programming team and designers to architect the game's systems and strived to understand the needs of our team to aid with development. This includes writing documents, creating visual aids, learning and using FMOD, deep diving into workflows with the artists (such as our view-model system) and ensuring communication among the team was maintained.