- Gameplay Systems
- Prototype
Guilty As Arrr
A multiplayer pirate social-deduction game built around proximity voice: distance and direction change who can hear you, so where you stand is part of every private conversation and accusation. I led the team, built the core systems and ran the playtests.
- My role
- Team lead, systems developer and playtest coordinator
- Built with
- Unity URP, Photon Fusion, Photon Voice 2
- Challenge
- Keep proximity voice and social cues readable over a network
- Result
- A testable multiplayer slice, rescoped and delivered within one semester
What I built
Proximity voice
Photon Voice 2 attenuates speech by in-game distance and direction. I tuned the baselines for clarity and social tension, so deception and accusation both work.Session flow
Lightweight session management and round rules on Photon Fusion, kept simple so playtests stayed reliable after the rescope.Spatial cues
Balanced visual and audio feedback so players can read each other in chaotic rounds.Scope and delivery
Re-prioritised the backlog and cut non-essential features so the remaining systems could be polished and documented.
Rescoping mid-semester
Midway through, a teammate left the class. That forced a full scope reset and moved more of the implementation, testing and delivery onto me. Instead of over-promising, I narrowed the project to a working multiplayer slice we could finish and test.
- Reframed the goal from a broad feature set to a stable multiplayer prototype.
- Prioritised session flow, proximity voice and readable social feedback.
- Tracked ownership and weekly priorities on Trello, re-ranking after every playtest to protect core gameplay over polish.
Playtests
My favourite part of development is watching people either play the intended loop or break it creatively. In one session a tester climbed higher than we expected using collision seams, then walked a rope like a true pirate.
Feature, not a bug, and useful data for navigation boundaries, movement readability and player freedom.
I also ran a project social account to share progress and collect playtest feedback.
More screenshots
Outcome
A testable multiplayer slice that proved the social loop and stayed realistic after the team shrank. The lesson was production judgement: with less capacity, I traded feature breadth for execution quality and still shipped something coherent and testable.