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.