Skip to content
Ricardo Tapia
GAMEProduction

BioWarfare

Survival-horror FPS in Unity 6: five infected zones, allies, spawn waves and a global Firestore leaderboard.

Context

University capstone: a first-person survival-horror shooter set in a hospital overrun by the infection. The goal was a complete game — menu, prologue, run, epilogue — rather than a demo, with custom systems built on top of a commercial FPS engine and AI package.

Architecture

  • Unity 6 with URP and C#; separate scenes for the main menu, prologue, game and epilogue.
  • Infected zones: five zones (entrance, garden, main room, parking and final boss), each with capture pillars, cleansing progress, spawn waves, a boss and its own effects.
  • Gunplay on Cowsins FPS Engine and enemies on Emerald AI 2025 over NavMesh, joined by player ↔ AI damage bridge scripts. Enemies pass through doors and chase through interiors.
  • Allies that follow the player, an enemy compass, prologue and epilogue videos, a helicopter ending and Spanish localization.
  • Global leaderboard on Firebase Firestore: every run writes the player name, enemies killed, zones cleansed, time played, whether they died, a server timestamp and the platform.

Stack

  • Unity 6 (URP), C#
  • Cowsins FPS Engine, Emerald AI 2025, NavMesh
  • Firebase Firestore
  • Git with main / development / feature branches, Git LFS and GitHub Actions builds

Technical challenges

  • Balancing waves and bosses per zone so difficulty scales without becoming unfair.
  • AI navigation through interiors with doors and narrow corridors.
  • Writing to Firestore from a desktop build without blocking the game thread.
  • The repository bundles paid assets, so it stays private.

Outcome

Final build in November 2025: a game playable start to finish with five zones, an ally system, two cinematics and a global leaderboard. No public build because of the asset licenses.

Let's talk