Nicholas Tvaroha
SYNC
Project Status Alpha Release
Project Type College / Group Project
Project Duration ~8 months
Software Used Unreal Engine 5
Languages Used C++, Blueprints, C#
Primary Role(s) Generalist Programmer
About SYNC
SYNC is a first person arena shooter where players control an experimental AI that wants to break free of the lab that contains it. Master the AIs SYNC ability to take down enemies in your path preventing you from reaching freedom! This game was my first delve into Unreal and its use of blueprints, but my use as a generalist has allowed me to learn all sorts of systems and capabilities that have prepared me well for any continued work using Unreal in the future.
Gameplay Mechanics
SYNCing
The main ability of the game, as well as the title, is SYNC. Using this ability you are able to take control of the enemies you are fighting, replenishing your health and bullets as well as granting you new ways to play based on who you switch to!
Unique Character Abilities
Each of the three enemy types has unique abilities. The green enemies have a faster firing rate but weaker damage with a throwing knife, speed boost, and double jump ability. The blue enemies can fly and have a slow but powerful sniper rifle as well as a homing missile. Red enemies have a shotgun with exploding bullets that push enemies away, as well as a grappling hook and a shield.
Speedrunning
While you of course want to get to the end of the level, the main idea of the game as well as what will keep bringing players back is getting there fast. Various data is collected as you play to display to the player at the end, as well as be posted on leaderboards so you can compare with friends!
Other Information
Other Contributors
Joshua Guptill - Product Owner and UX Designer
Andrea Kutsup - Art Lead and Producer
Andrew Griffin - Programmer Lead and Abilities
Sam Sussman - Design Lead and Level Designer
Matthew Villa - Production Lead
Bryant Koziol - Narrative Designer
Sasha Tschernisch - Narrative Designer
Keegan Buckingham - Enemy and Abilities Designer
Ethan Helms - UI/UX Designer
Maxim Rasnovski - Sound Designer
William Tothh - Environment Artist
Jesse Mazza - Environment Artist
Davin Pettingill - Weapon/Prop Modeler
Lilly Bonnell - Character Artist
Khira Dwyer - Rigger/Animator
Nathan Desjardins - VFX Artist
Harry Dorer - Systems/Tools Programmer, Steam Integration
Sam Fox - AI Programmer
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My Contributions
Accessibility Settings (Colorblindness modes, Subtitles, Sound Settings)
Alternate controller settings
AI Work (Certain RUNR Behavior AI)
Ability Work (NFORCR Shield and Exploding Bullets)
Narrative Implementation
Sound Volume Implementation
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Link To Project