Project
Zogh
Technical video demonstration — coming soon
Overview
Zogh is an asymmetric multiplayer horror game developed with Unreal Engine 5 for PC.
The game pits a powerful hunter against multiple survivors in a tense deduction-based experience. Unlike traditional asymmetric games, the hunter cannot eliminate players immediately. Instead, it must investigate and discover unique characteristics belonging to each survivor. Once every characteristic associated with a target has been identified, the survivor can be eliminated and transitions into spectator mode.
As the sole gameplay programmer on the project, I was responsible for designing, implementing, and maintaining the entire gameplay architecture. This included multiplayer systems, server-authoritative gameplay logic, interaction mechanics, character abilities, UI systems, and networked Quick Time Events (QTEs). Special attention was given to scalability, maintainability, and multiplayer reliability.
What I built
Multiplayer Gameplay Systems
- 01
Developed and maintained the core multiplayer gameplay architecture using Unreal Engine 5 replication systems.
- 02
Implemented server-authoritative gameplay mechanics to ensure synchronization and prevent gameplay inconsistencies.
- 03
Created gameplay systems handling player interactions, objectives, elimination states, and spectating.
Networked QTE Framework
- 01
Designed and implemented a reusable multiplayer QTE Manager capable of handling interactions between multiple players.
- 02
Developed server-side validation for QTE execution to ensure fair and reliable gameplay outcomes.
- 03
Created a scalable architecture allowing QTE sequences to be integrated into various gameplay mechanics.
Proximity Voice Chat
- 01
Implemented an in-game voice chat system allowing players to communicate during matches.
- 02
Integrated voice communication directly into gameplay to reinforce player cooperation and tension.
Wolf Detection & Scanning System
- 01
Developed the wolf's scanning mechanic used to identify survivor characteristics.
- 02
Implemented a visibility system using Custom Depth Stencil and dynamic lighting to ensure only players genuinely visible to the wolf are revealed.
- 03
Optimized the detection process to prevent players hidden behind obstacles from being incorrectly identified.
Characteristic Revelation System
- 01
Implemented the gameplay logic responsible for revealing survivor characteristics.
- 02
Dynamically updated character appearance when a characteristic is discovered.
- 03
Utilized Asynchronous Asset Loading to load visual assets only when required, reducing memory usage and improving performance.
- 04
Ensured revealed characteristics were displayed exclusively to the player who discovered them.
Inventory & Item Systems
- 01
Developed gameplay items distributed through world chests.
- 02
Implemented both positive and negative item effects to create strategic decision-making opportunities.
- 03
Created reusable item interaction systems supporting future gameplay expansion.
First-Person Animation Integration
- 01
Implemented and integrated first-person character animations.
- 02
Worked on animation setups to ensure responsiveness and immersion during gameplay interactions.
- 03
Collaborated closely with gameplay systems to maintain visual consistency between player actions and character feedback.
Level Design & World Building
- 01
Produced gameplay-oriented map blockouts to validate level flow and player navigation.
- 02
Iterated on environment layouts to support both survivor stealth gameplay and wolf investigation mechanics.