INSPIRATION
Our core inspiration was to capture the visceral, desperate feel of a final defenseāa mix of high-stakes sci-fi siege warfare (like Elysium or Edge of Tomorrow) and the intense, team-based coordination of competitive shooters. We wanted players to genuinely feel like their actions mattered in a desperate, last-ditch effort. We moved past simple deathmatches to create a narrative where the city of Veridia itself is the objective and the player is the linchpin of its survival.
WHAT IT DOES
Veridian Shield is a competitive 3D third-person tactical shooter developed in the Unity Engine. It pits squads of elite human soldiers against the aggressive, alien Shroud in objective-based multiplayer missions set across large, dynamic maps within the besieged city of Veridia.
Core Gameplay: Focuses on dynamic objective control (securing defense points, clearing blockades, and escorting VIPs) rather than simple elimination.
Key Feature: Implements a Dynamic Destruction and Repair System where tactical cover can be both destroyed by enemy fire and rebuilt by Engineers, shifting the map in real-time.
Technology Showcase: Demonstrates highly performant, low-latency cross-platform multiplayer using the Alteruna networking solution.
HOW WE BUILT IT
We utilized the Unity High Definition Render Pipeline (HDRP) to achieve a stunning, photorealistic aesthetic for the city of Veridia and the complex particle effects of alien weaponry.
Networking: Implemented the full multiplayer architecture using Alteruna. This allowed us to focus on complex gameplay mechanics while providing robust, high-tick-rate synchronization for up to 10 players simultaneously, handling critical data like projectile trajectories and the state of our destruction system.
Game Logic: All core mechanics, AI behaviors, and network synchronization logic were written in C# scripts. We leveraged C#'s efficiency for handling the intensive calculations required for the physics-based destruction and enemy pathfinding in complex urban environments.
Tooling: Developed custom Unity Editor tools in C# to rapidly prototype level geometry and set up network synchronization points, significantly speeding up our iteration time.
CHALLENGES WE RAN INTO
Synchronizing Destruction: The greatest technical challenge was ensuring the real-time, physics-based destruction of environmental elements was perfectly synchronized across all clients using Alteruna. We solved this by implementing a custom Network Object State Manager that broadcasted only the impact points and force vectors, allowing each client to locally render the destruction consistently without excessive bandwidth usage.
Performance Scaling: Maintaining a high frame rate (60 FPS minimum) within the expansive, detailed HDRP environment, especially during intense firefights with numerous particle effects and complex AI, was demanding. We optimized this by aggressively using Unity's Job System and Burst Compiler for all AI pathfinding and physics updates.
ACCOMPLISHMENTS THAT WE'RE ARE PROUD OF
The Dynamic Battlefield: We delivered on our core promise of a shifting battlefield by integrating the Destruction/Repair Mechanic, which fundamentally changes how players approach map control and tactical positioning.
Visual Fidelity: Achieving near-AAA visual quality using the Unity HDRP, showcasing complex lighting, volumetric fog, and detailed asset creation that truly brings the besieged city of Veridia to life.
WHAT WE LEARNED
We learned the critical importance of a network-first development approach. Integrating Alteruna early forced us to write cleaner, more efficient, and inherently synchronized C# code from the beginning, which dramatically reduced debugging time later in the cycle. We also mastered the trade-offs of using advanced render pipelines like HDRP, balancing visual ambition with aggressive performance optimization techniques.
WHAT'S NEXT FOR VERIDIAN SHIELD
Campaign Mode Prototype: Leveraging our existing C# AI and level structure to create a small, fully voice-acted single-player campaign that bridges the story between our multiplayer maps.
Community Integration: Exploring integration with Alteruna's social features to build custom lobbies and competitive ranking systems, aiming for an initial Closed Beta release within two months.
Built With
- blender
- desktop
- horizon
- typescript
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