This project is a fast-paced First-Person Shooter game developed using Unity and C#. The game challenges players to survive as long as possible by fighting off endless waves of enemies that become stronger over time. Players use a variety of weapons to eliminate enemies while avoiding turret attacks placed across the platform. The enemies follow a loop-based spawning system, creating continuous and increasingly difficult gameplay. The game\'s 3D models and animations are created using Blender, and textures are enhanced using additional tools to improve visual quality and realism. Key features of the game include custom shooting mechanics, intelligent enemy AI, a dynamic spawn system, and survival-based progression. This project showcases skills in game design, programming, 3D asset creation, and real-time performance optimization, offering an intense and immersive gaming experience on both mobile and Personal Computer platforms.
Introduction
Endless Assault is a single-player, wave-based First-Person Shooter (FPS) designed to be accessible on low- to mid-range hardware while delivering engaging survival gameplay. The game’s core loop challenges players to survive escalating waves of enemies, combining strategy, resource management, and reflex-based combat.
Technical Implementation:
Game Engine & Assets: Developed in Unity 6 with Blender for optimized 3D models.
Scripting & AI: C# scripts implement player controls, scoring, UI, and advanced enemy AI using Finite State Machines with Unity NavMesh for intelligent pathfinding.
Optimization Techniques: Object pooling, static batching, and light baking ensure smooth 60 FPS performance on lower-spec PCs.
Objectives:
Accessibility & Performance: Optimize the game for low-end hardware without compromising fluid gameplay.
Game Design: Implement dynamic wave-based survival mechanics, realistic combat, immersive UI/feedback, and advanced AI behavior.
Technical Integrity: Maintain modular, well-documented code, validate system stability, and provide a functional demonstration highlighting accessibility and AI sophistication.
Non-functional: Optimized graphics/audio, modular architecture for future expansion, and intuitive HUD design.
Literature Insights:
Adaptive AI, predictive player behavior, procedural level generation, and weapon balancing enhance engagement and replayability.
Optimization strategies (object pooling, light baking, static batching) are critical for accessibility.
Wave-based survival systems benefit from dynamic difficulty adjustment and resource management loops to maintain persistent challenge.
System Analysis:
Existing FPS games suffer from high hardware demands, predictable AI and linear levels, and limited dynamic/adaptive systems, restricting accessibility, engagement, and replayability.
Endless Assault addresses these gaps by combining optimized performance, adaptive AI, and procedurally-scaled survival gameplay tailored to low-spec systems.
References
[1] Unity Technologies. (2024). Unity Documentation: NavMesh System. Retrieved from https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html
[2] Hernandez, A., Lee, S., & Thompson, E. (2023). AI-Powered Player Behaviour Prediction in FPS Games. International Journal of Game AI, 11(3), 39–55.
[3] Hitchens, M. (2011). A Survey of First-Person Shooter Games. Game Studies Journal, 11(3). Retrieved from https://gamestudies.org
[4] Johnson, L., Chen, H., & Rodriguez, M. (2021). Pathfinding Optimization for Non-Player Characters in FPS Games. Journal of Game Development and AI, 12(3), 34–48.
[5] Kumar, S., Williams, D., & Lee, T. (2020). Procedural Level Generation in First- Person Shooter Games. International Journal of Interactive Digital Media, 8(2), 22–36.
[6] Nacke, L. (2008). Flow and Immersion in First-Person Shooters: Measuring the Player\'s Gameplay Experience. Department of Computer Science, University of Ontario. Retrieved from https://www.diva-portal.org
[7] Nguyen, P., Smith, J., & Brown, K. (2021). Weapon Balancing and Player Experience in Multiplayer FPS Games. International Journal of Game Studies, 9(1), 50–65.
[8] Smith, J., Patel, R., & Kumar, A. (2022). Adaptive AI Techniques in First-Person Shooter Games. International Journal of Computer Games Research, 15(4), 45– 59.
[9] Patterson, D., & Kim, M. (2023). Optimizing Rendering Performance using Object Pooling and Culling Techniques. Journal of Digital Media & Performance, 10(2), 15-30.
[10] Miller, C., Hayes, P., & O\'Connell, J. (2020). Dynamic Difficulty Adjustment and Enemy Spawning in Wave-Based Survival Games. Game Design Review, 7(4), 55–71.
[11] Unity Technologies. (2024). Unity 6 Documentation. Retrieved from https://docs.unity3d.com
[12] Unity Technologies. (2024). Unity Documentation: Introduction to Scriptable Rendering Pipelines and Light Baking. Retrieved from https://docs.unity3d.com/Manual/SRP-Overview.html
[13] Zhang, Y., Patel, R., & Johnson, M. (2022). Immersive Graphics and Real-Time Rendering for FPS Games. Journal of Computer Graphics and Interactive Media, 14(2), 77–92.