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About

Chaos in the Offishce is an experimental first-person shooter developed during my studies, created to test ideas and gameplay mechanics.

The game has no defined objective — it simply places the player in an office, gives them a gun, and total freedom to interact with everything around them.

Project Info

Role: Programming, 3D Modeling, Texturing, and NPC Animation

Team Size: 1

Duration: 1 Month

Engine: Unity Engine URP

Approach

This project is an experimental first-person shooter focused on player–environment interaction, NPC behavior, and dynamic systems rather than on goals or missions. Its design explores advanced physics, procedural animation, and AI-driven routines to create unpredictable and immersive gameplay experiences.

Physics

● All objects in the environment feature realistic physics, responding consistently to shots, impacts, and character movement.
● Doors and interactable objects can be opened physically by pushing them with the player’s hand.
● It was my first implementation of ragdolls — since the models were non-humanoid with extra limbs and tentacles, I had to design and program a custom ragdoll system from scratch.

Ragdolls

● NPCs switch to ragdoll state upon death, remaining physically interactive throughout the match.
● Their bodies react to impacts and can become dynamic obstacles for other NPCs, generating emergent, chaotic situations.
● This system enhances realism and variety, adding a sense of physical coherence to the world.

Procedural Animation

● Implemented procedural animations for direct player interactions with the environment.
● For instance, doors open by the player’s hand movement.
● The NPC Shrimpey dynamically raises his briefcase as a shield when threatened — adjusting its position in real time to block bullets based on the player’s aim direction.
● These animations strengthen immersion and make interactions feel responsive and natural.

NPC Behavior

● Each NPC follows a routine generated at the start of each match, avoiding random wandering and giving them natural, believable behavior.
● Examples of routines include:
     ○ Going to their desks to work and staying there for random intervals.
     ○ Visiting the bathroom, waiting in line if occupied, and interacting with others.
     ○ Taking breaks outside, chatting with coworkers.
● These routines allow NPCs to adapt dynamically to their surroundings, generating new situations every playthrough.

Character Design

● Designed and created three distinct characters — Shrimpey, Sardyn, and Squidey — with a unique cartoon-inspired aesthetic.
● Complete production process:
     ○ Concept sketches and final orthographic drawings.
     ○ 3D modeling and animation in Blender.
     ○ Texturing in Adobe Substance Painter.

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