Hoodwink

Hoodwink is an online multiplayer social deduction game, where players find themselves in a Cold War era 1950’s government office, with a mix of Soviet and American style and atmosphere.

Players take on the role of either an Agent or Spy, and must work to eliminate the opposing team. Agents must complete tasks in order to reveal the identity of the Spies, and the Spies must work in secrecy to sabotage their efforts and eliminate all Agents before being found out and eliminated themselves.

Will you successfully bury the truth or let your enemies know your secrets?

Project Roles:

Project Lead

Technical Designer

Network Programmer

Networked Multiplayer

Hoodwink uses the Mirror Networking Library for Unity, allowing us to create a game that can be played over the internet with up to 8 players.

I have always had a passion for multiplayer games, and wanted to try to create a unique and fun game that could be enjoyed with others.

Hoodwink includes features such as Character Customization, Pickups, Abilities, Weapons and Objectives, all of which are networked between players.

Game Manager System

The game manager is a core part of our game, allowing designers to adjust settings on the fly, and quickly iterate new changes and additions into our game.

 

Features

  • Contains all player data, acting as a central hub to communicate between players.

  • Maps, weapons and gadgets can be easily added and removed to the global pool, allowing quick iteration and testing.

  • Round settings can be tweaked for each possible player count for easy balancing.

  • Triggers transitions between the lobby and levels, through fading a cinematics.

  • Contains override features for solo testing and debugging.

  • Randomly spawns objectives and items in the level each round to create randomness and replayability.

  • Handles the cleanup of objects within the level when a round is completed.

Level Data

When paired with the Level Data script, level designers can easily add new spawn points for items, players and objectives into any level, which will automatically be used by the game manager

Extensive Weapons System

The weapons system was created in a way to allow designers to create any form of firearm for our game, as well as adjust all settings including:

  • Camera & Weapon Recoil

  • Ammo Settings

  • Bullet Settings

  • Damage & Range

  • Muzzle Flash

  • Slide Movement

  • Shell Ejection

  • Silencers

Footage shown is from an early version of the game, using block-out models and environments.

Cinematics & UI

I had a lot of fun experimenting with Unity’s Timeline feature, to create some interesting cinematics for both menus and gameplay transitions.

Game Start

Main Menu Open

Game Host Transition

Round Start Intro - Agents

Round End Outro - Evidence Gathered

Round End Outro - Agents Eliminated

I also created our game trailer, utilizing our games art assets and the Unity Timeline tool. Check it out here!

Round Start Intro - Spies

Round End Outro - Spies Eliminated

Round End Outro - Time Out

Meet the Team

  • Project Lead / Systems Designer / Programmer

    Tom Collyer

  • Level Designer

    Lucas Liddy

  • UI Designer / QA

    Xander Sievewright

  • Production

    James Edwards

  • Lead Artist

    Robert Van Ryn

  • Rigging & Animation

    Rose Dennehy

  • Environment & UI Artist

    Pavel Gorfunkel

  • Concept & Character Artist

    James Stone

  • Environment Artist

    Hayley Evans

  • Environment Artist

    Kaleb Mitchell

  • Character Artist

    Jarrod Galea