Tactical Battlefront
Project description in 3 sentences
A team-based tactical first-person shooter in which players can play as two opposing sides. The main goal of the game is to destroy the enemy team, while players can buy and upgrade weapons, use tactics and team play to win the round and ensure the success of their team.
General characteristics of the project
Platforms
  • PC: Steam
Localization
  • English
References
  • CS:GO
  • Call of Duty MW
Duration
  • 24 weeks
Key technologies of the project
Team members
  • Photon PUN2
  • ParrelSync
  • Custom backend
  • ShaderGraph
  • Custom Editor
  • Game Designers x2
  • Unity Developers x4
  • UI/UX Designer
  • 3D Designers x2
  • 2D Concept Artist
  • VFX Designer
  • Shooter
Genres
Client's request
The client approached us with a simple idea to develop a team-based tactical shooter, and he wanted us to help him develop the final concept of the project.
Result
We helped the client to develop and refine the game concept, highlighting three unique features: interaction with objects on the map, mechanics of destroying certain objects on the map and weapon customization. Thus, we developed the client's initial idea, adding uniqueness and detail to it, which allowed us to create an original and attractive project.
Target audience
Group 1:
Age: 18-25 years old.

Interests: strategy, teamwork, video games.

Expectations: complex tactical challenges, teamwork, variety of weapons.

Elements: destructible objects, map interaction, weapon customization.

Type of players according to Bartle:
  • "Assassins."
            Group 2:
            Age: 26-35 years old.

            Interests: military strategies, history of military art, teamwork.

            Expectations: realistic battles, depth of strategy, ability to manage a team.

            Elements: realistic weapons and equipment, detailed maps, team interaction.

            Type of players according to Bartle:
            • "Founder".
                        Group 3:
                        Age: 36-45 years old.

                        Interests: strategy, military history, military simulators.

                        Expectations: challenging strategic tasks, realistic military equipment, ability to play at your own pace.

                        Elements: large open maps, variety of military equipment, ability to build your own strategy.

                        Type of players according to Bartle:
                        • "Explorer".
                                Three features that make the project unique
                                • The system of weapon customization during gameplay, namely the basic elements.
                                • Interaction with objects on the map.
                                • Mechanics of destruction of some objects on the map.

                                Pixel aesthetics
                                The main task of art in the game is to create a unique visual atmosphere that immerses players in the game world and emphasizes its features. The art should create a sense of reality and dynamism in battle scenes, while stimulating a sense of tension and engagement. It is also important that the art evokes an emotional response from the players, enhancing their gameplay experience.
                                Team of Visualizers/Designers
                                UI/UX Designer
                                Creates a user-friendly interface and develops its animations and transitions.

                                Defines the visual style of the game in the concept stage by creating illustrations and sketches.

                                Creates and animates three-dimensional models for the game world, including landscapes, architecture, objects, and characters.
                                Creates visual effects and develops shaders and special effects to control light and color, enhancing the game experience.
                                2D Concept Artist
                                3D Designer/Animator
                                VFX Designer
                                Key technologies of the project
                                  A crossover-Platform Networking Engine with Advanced Relay for Global Low-latency Games.
                                Photon PUN2
                                    A separately written backend was connected, which is responsible for user authentication, matchmaking and saving user data. It also allows you to influence user balances from the side of the backend admin.
                                  Custom backend
                                    Visual interface for creating shaders in Unity, which allows developers to create custom shaders without having to write any code. It is a node-based system that allows for the creation of complex materials and visual effects, with a simple and intuitive interface that can be used by both beginners and experienced developers.
                                  ShaderGraph
                                    Separate scripts that replace the default layout with any editor controls.
                                  Custom Editor
                                      Unity editor extension that allows users to test multiplayer gameplay without building the project by having another Unity editor window opened and mirror the changes from the original project.
                                    ParrelSync
                                    Made on
                                    Tilda