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Hunters vs Clones

FPS
  • Role: Game Designer 

  • Engine: Unity 

  • Platform(s): PC (Windows) 

  • Development Time: 3 months 

  • Genre(s): Prototype(s) – FPS, PvP, Shooter 

  • Mode(s): Multiplayer 

  • Release: April 2022

Theme and Setting

Hunters vs Clones is a thrilling multiplayer first-person shooter (FPS) that reimagines the classic game of hide-and-seek. Players join one of two asymmetric teams—Hunters, elite SWAT operatives, or Clones, shape-shifting alien invaders. The Hunters must locate and eliminate the Clones within a limited time, while Clones evade detection by transforming into any prop in their environment. Each match is a tense, fast-paced battle of deception, observation, and timing, set in a highly detailed industrial warehouse environment.

Core Gameplay

Player Mechanics:

  • Hunters:SWAT operatives who must find and eliminate Clones using an Assault Rifle or Shotgun.

  • Clones:Alien shapeshifters who disguise themselves as props to hide and survive.


Round Structure:

  • 30s Prep Phase: Clones hide by transforming into props. Hunters choose weapons and are frozen.

  • 4.5 min Hunt Phase: Hunters search and shoot. Clones evade using stealth and stun (Flash Skill).

  • Win Condition: Hunters win by eliminating all Clones. Clones win by surviving the timer.


Gameplay Pillars:

  • Deception & Observation: Hunters must spot subtle clues to find disguised Clones.

  • Timing & Strategy: Clone players must carefully manage transformation and stun cooldowns.

  • Tension & Pacing: The timed nature of rounds and the looming threat of discovery keeps gameplay fast and suspenseful.

  • Role Reversal: Swapping teams each round gives players a chance to experience both gameplay styles, increasing depth and replayability.

Conceptualization & Core Mechanics:

  • Devised the core game concept blending FPS combat with hide-and-seek mechanics.

  • Designed asymmetric team roles with unique abilities, weapons, and strategies.

  • Designed the prop transformation system for Clones, enabling environmental disguise gameplay.


Level & Environment Design:

  • Designed the industrial warehouse game map, including strategic object placements to enhance stealth and deception for Clones.

  • Balanced spawn points for fairness and replayability.


Game Balancing & Rules:

  • Defined health systems, skill cooldowns, weapon damage scaling, and usage limitations to ensure balanced play.

  • Introduced mechanics like audible footstep cues for Hunters and limited skill use for Clones to reinforce strategy and counterplay.


Player Experience & UI/UX:

  • Designed the HUD and in-game UI, including weapon display, health bars, timers, and round status for both teams.

  • Implemented a login system and matchmaking flow, allowing players to create or join rooms and select teams.


Audio & Assets Integration:

  • Sourced and implemented appropriate sound effects for weapons, footsteps, and skill use from the Unity Asset Store.

  • Integrated PBR assets to enhance visual fidelity and immersive gameplay.

My Role as Game Designer

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