Personal Project
Featured
Unity
C#
3D
Multiplayer
Shooter
Free Breeze logo

Free Breeze

February 2021

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About Project

Free Breeze is a fast‑paced, online multiplayer third‑person shooter built in Unity. Players squad up in teams of four and battle across dynamic, open maps featuring destructible cover and advanced physics interactions. From the ground up, Free Breeze emphasizes fluid movement, responsive shooting mechanics, and strategic depth—blending tight gunplay with AI‑driven bots to fill empty slots and keep every match engaging. The polished UI and robust matchmaking system ensure players can drop into a game in seconds, while integrated leaderboards and achievement tracking via the Game Jolt API keep competition alive beyond each round.

Project Info

Role

Project Manager

Team Size

3 people

Time Frame

Project Management

Trello

Version Control

Git/GitHub

My Contributions

  • Project management and sprint planning for a 5‑person team
  • Core gameplay mechanics (movement, shooting, cover system)
  • Multiplayer networking (matchmaking, lobby, server/client sync)
  • AI programming for bot opponents and squad behaviors
  • UI development (HUD, menus, in‑game notifications)
  • Integration with Game Jolt API (authentication, leaderboards, achievements)

What I Learned

Leading an agile development cycle taught me to balance feature scope with technical feasibility, ensuring we hit each milestone on time while maintaining code quality.

Implementing Unity’s networking stack (using Photon Engine) deepened my understanding of latency compensation, state synchronization, and peer‑to‑peer vs. dedicated server trade‑offs.

Programming AI bots to behave like human players challenged me to design flexible behavior trees and optimize pathfinding on large, destructible maps.

Developing a clear, responsive UI reinforced the importance of player feedback loops—every button press and notification needed to feel snappy and informative.

Integrating the Game Jolt API for authentication, leaderboards, and achievements exposed me to real‑world REST workflows, OAuth flows, and error handling in production.

Platforms

Android
iOS