An original multiplayer arena shooter/platform fighter hybrid developed from the ground up, featuring custom gameplay systems, responsive networking, and stylized technical art.
I'm responsible for the programming and technical development of Cheese Pull, designing and implementing every gameplay system, networking feature, UI framework, and technical pipeline.
Multiplayer functionality is built using FishNet Pro, implementing server-authoritative gameplay, prediction and synchronization for responsive online play.
Some concrete systems that incorporate netcode:
Player movement, state machine and swinging mechanic
Weapons and projectiles (lag compensation)
Abilities and ultimates (Splash and Big Cheese in-game)
Hit percentage and knockback (Melt Percentage in-game)
UI synchronization where required (Loadout selection phase for example)
The game is developed using a wide range of tools and technologies to support gameplay development, multiplayer networking, technical art and production workflows, such as:
Steamworks & Heathen's Steamworks Foundations
Shader Graph
Unity's New Input System
DOTween
GitHub and Actions for custom CI/CD pipeline
Blender
Photoshop
Reaper for audio
The game is still work in progress. This page will be updated as soon as the game's demo is out.
Meanwhile, you can wishlist Cheese Pull on Steam- it will help me a lot!