Morgan Bisson
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Project

Zogh

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

  1. 01

    Developed and maintained the core multiplayer gameplay architecture using Unreal Engine 5 replication systems.

  2. 02

    Implemented server-authoritative gameplay mechanics to ensure synchronization and prevent gameplay inconsistencies.

  3. 03

    Created gameplay systems handling player interactions, objectives, elimination states, and spectating.

Networked QTE Framework

  1. 01

    Designed and implemented a reusable multiplayer QTE Manager capable of handling interactions between multiple players.

  2. 02

    Developed server-side validation for QTE execution to ensure fair and reliable gameplay outcomes.

  3. 03

    Created a scalable architecture allowing QTE sequences to be integrated into various gameplay mechanics.

Proximity Voice Chat

  1. 01

    Implemented an in-game voice chat system allowing players to communicate during matches.

  2. 02

    Integrated voice communication directly into gameplay to reinforce player cooperation and tension.

Wolf Detection & Scanning System

  1. 01

    Developed the wolf's scanning mechanic used to identify survivor characteristics.

  2. 02

    Implemented a visibility system using Custom Depth Stencil and dynamic lighting to ensure only players genuinely visible to the wolf are revealed.

  3. 03

    Optimized the detection process to prevent players hidden behind obstacles from being incorrectly identified.

Characteristic Revelation System

  1. 01

    Implemented the gameplay logic responsible for revealing survivor characteristics.

  2. 02

    Dynamically updated character appearance when a characteristic is discovered.

  3. 03

    Utilized Asynchronous Asset Loading to load visual assets only when required, reducing memory usage and improving performance.

  4. 04

    Ensured revealed characteristics were displayed exclusively to the player who discovered them.

Inventory & Item Systems

  1. 01

    Developed gameplay items distributed through world chests.

  2. 02

    Implemented both positive and negative item effects to create strategic decision-making opportunities.

  3. 03

    Created reusable item interaction systems supporting future gameplay expansion.

First-Person Animation Integration

  1. 01

    Implemented and integrated first-person character animations.

  2. 02

    Worked on animation setups to ensure responsiveness and immersion during gameplay interactions.

  3. 03

    Collaborated closely with gameplay systems to maintain visual consistency between player actions and character feedback.

Level Design & World Building

  1. 01

    Produced gameplay-oriented map blockouts to validate level flow and player navigation.

  2. 02

    Iterated on environment layouts to support both survivor stealth gameplay and wolf investigation mechanics.