Watch development video ↗First-person gameplay prototype — weapon handling, equipment feedback and atmospheric exploration.
01 / NETWORKED CO-OP
Co-op session continuity
I built networked multiplayer, level travel and voice chat. The development test shows a server and two client instances moving between levels, making session continuity visible across several players rather than only one local view. The design goal is to let a group explore and communicate together as the play space changes.
MULTIPLAYER TEST
A server and two client instances used to demonstrate networked play and level travel.
I developed first-person weapon handling, camera response, effects and gun feel, alongside early enemy AI. The weapon animation and camera response communicate the shot, while ammo, firing mode and equipment on the HUD communicate the player’s current options. Keeping those layers readable is especially important when darkness limits what the player can see in the environment.
WEAPON HANDLING
First-person pistol gameplay with ammunition and equipment feedback, approximately 1:20 in the gameplay update.
I built item selection, quantity displays and armor information into an inventory overlay. The interface needs to connect an item the player selects with information they can use to make an equipment decision. Keeping the world visible behind it preserves context, although the footage here shows a development interface that was still being refined.
INVENTORY INTERFACE
Inventory items, quantities and armor presentation, approximately 1:02 in the gameplay update.
I built the menu around a computer inside the game world. The devlog shows the asset becoming a working interface and includes lobby Blueprint work for ready checks, countdowns and animation logic. This is a small but important session flow: the player needs to understand whether the group is waiting, preparing to start or entering play.
IN-WORLD MENU
The computer-based menu and start-game interface, approximately 1:16 in the menu devlog.
LOBBY IMPLEMENTATION
Lobby Blueprint work showing countdown and animation logic, approximately 0:57 in the same devlog.
Previously shown as Phantom Ascendance, Dread Signal brings together co-op objectives, enemy AI and limited visibility. Voice chat gives players a way to share information, while weapon and inventory feedback explain their immediate options. My technical design focus is how those systems support the same survival loop. The captures on this page show development builds, not a finished release.