THAT BOMB GAME is a fast-paced multiplayer party game for up to 12 players where quick thinking and even quicker typing are the key to survival. Use power-up cards to manipulate the match, keep the bomb away from you, and be the last player standing.
I worked as a Gameplay Technical Designer on this project, designing and implementing core gameplay systems, multiplayer features, and game feel while also helping with art-related tasks such as creating props and designing icons.
Architected and implemented the multiplayer gameplay architecture using C# and Unity Netcode for GameObjects (NGO), ensuring responsive gameplay and reliable network synchronization for matches of up to 12 players.
Implemented network synchronization for gameplay systems, ensuring a consistent game state across all connected players.
Developed server-authoritative multiplayer features while maintaining responsive gameplay and minimizing latency.
Designed gameplay systems with multiplayer compatibility in mind from the beginning of development.
Built the online architecture using Steamworks.
Built the complete Steam lobby system, including lobby creation, discovery, joining, leaving, and ownership management.
Developed the networking flow connecting Steam lobbies with Unity Netcode.
Implemented lobby management systems handling player connections, lobby state, and session lifecycle, including edge cases like disconnects and rapid create/leave cycles.
Engineered the core gameplay systems.
Developed a Scriptable Object-based power-up card system allowing designers to easily create, balance, and expand the game's card roster to 16 unique cards.
Designed a weighted probability system to control card rarity and distribution.
Designed and implemented a Random Bonus Letter system rewarding players with additional points, with a dynamic set generation system where letter sets change depending on which player completes the objective.
Developed a dictionary loading system supporting entire language dictionaries from TXT files (~500,000 words on average).
Implemented a random word generation system using configurable dictionary files to support multiple languages.
Designed a state-driven modular animation architecture that cleanly separates gameplay logic from animation behaviour while remaining highly scalable.
Solved complex synchronization issues in networked animation state, including replication timing and clip-reuse edge cases.
Built the architecture to support easy extension of new animation states without touching core gameplay code.
Created game-wide feedback and juice systems, including screen shakes, dynamic UI hooks, and gameplay feedback to improve responsiveness and overall game feel.
Developed designer-facing tools to speed up iteration and balancing.
Built a word analysis tool capable of counting words by language and letter combinations to assist balancing.
Created a roulette distribution tool that dynamically configures player selection probabilities based on the number of players in the current match.
Developed a dictionary normalization tool that automatically removes uppercase letters, accents, and unsupported characters from complete dictionaries.
Optimized gameplay, networking, and performance across the project, reducing network overhead through RPC batching, object pooling, and reduced NetworkVariable synchronization frequency.