A 3D multiplayer action RPG built in Unity (C#), featuring four enemy types each driven by a state-machine AI — Skeleton, Soldier, Wizard, and a Dragon Boss — with real-time networking via Photon PUN and full inventory, shop, and player-stat systems.
Designed and implemented the entire enemy AI architecture using the State pattern (Idle → Patrol → Chase → Attack), synchronized across all clients through Photon RPC calls. Built the full inventory system, NPC shop, consumable item effects (healing, mana, speed buffs), player stat tracking (HP / Mana / Stamina), and skill mechanics — resulting in a fully playable networked RPG.
Deepened my understanding of state-machine design and real-time multiplayer synchronization. Architecting four distinct enemy types with different attack patterns taught me to write modular, extensible game systems in C#; debugging networked state sharpened my appreciation for event-driven programming and careful data flow across clients.