• Designed a comprehensive multiplayer system capable of supporting hybrid splitscreen and online/LAN play for up to 16 players, including support for matchmaking, lobby browsing, and host-based connections. Leveraged Unreal’s Online Subsystems and Advanced Session Plugins to create a modular, extensible architecture that allows matches to begin with variable player counts. The system features dynamic session creation, robust connection handling, and responsive UI feedback for both network and local players.
• Translated Figma designs into Unity for front-end development. Implemented full-stack for friend list functionality using Quantum in PUN.
• Created lobby screens and integrated matchmaking systems.
• Authored player statistics screens for in-game data.
• Implemented leaderboards.
• Utilized Facebook SDK and API for social features and login integration.
• Integrated PlayFab for backend services and player data management.
• Generated an interface for storage of connected player activities for reference in virtual reality games using Photon Unity Networking and PlayerPrefs for disconnected players.
• Conducted simulations on Meta Quest 2.
• Created a heat map of an ocean using provided longitude, latitude, and depth data in Blender.