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Rotor Warfare

An asymmetric, cross-platform multiplayer game that pits PC players against mobile Android users in intense, real-time tactical combat. Developed entirely solo, balancing networking infrastructure with highly optimized rendering.

Technical Architecture & Multiplayer

Cross-Platform Backend Engineering

Building a seamless asymmetric experience required a highly optimized backend capable of supporting real-time coordination across vastly different hardware environments.

  • Asymmetric Combat: One player commands the skies taking on the role of a heavily armed gunner on PC, while the opposing mobile force manages ground defense systems.
  • Unity Netcode Integration: Architected the core multiplayer framework using Unity Netcode to support stable, real-time co-op and PvP directly between Windows and Android devices.
  • Server Authority: To prevent desync and cheating across platforms, I developed a server-authoritative mission management system.
  • AI Targeting Systems: Implemented custom AI-driven 3D targeting logic to handle the procedurally generated mission objectives dynamically during live matches.

Tech Art: Battlefield Explosions

Mobile-Friendly Particle Systems

Because the game needs to run smoothly on both high-end PCs and mobile Android devices simultaneously, environmental VFX had to be subjected to strict optimization budgets.

  • Layered Emitters: Built custom explosion systems utilizing meticulously layered particle emitters to separate smoke, fire, and debris.
  • Overdraw Management: The systems are strictly tuned to maintain exceptionally low overdraw, preventing transparent geometry from bottlenecking mobile GPUs during heavy combat.
  • Memory Footprint: Engineered the textures to maintain a minimal memory footprint while still delivering clear, impactful tactical feedback to the players.
Explosion Particle System Inspector

Tech Art: Dynamic Weapon Trails

Server-Synced Visual Feedback

To help players read incoming attacks and understand combat arcs during fast-paced encounters, I implemented a highly performant dynamic trail system.

  • Real-Time Joint Casting: Instead of pre-baked animations, these trails are cast dynamically and directly from the active weapon joints.
  • Server Synchronization: The rendering logic is strictly bound to the active frames of the combat system, guaranteeing that the visual effects exactly match the underlying server hitboxes to prevent unfair hits.
Weapon Trail Setup