// Project Definition
Project:Treachery
Year:2026
Type:Retro Horror FPS
Role:Solo Developer (Gameplay Programming, Animation, Art & Design)
Description:A retro horror FPS built around wave-based survival and arcade-style progression.
Tech:
UnityC#BlenderAnimatorCustom Shaders

Focus: Building a responsive wave-based FPS where gameplay systems, animation, and stylized rendering work together to support fast, readable combat.

Key Systems & Features

Technical Implementation

// Core Architecture & Implementation
class CoreSystems {
// Unity C# gameplay programming workflow
• Modular component architecture for gameplay systems
• State machine AI using Unity's NavMesh for pathfinding
• Custom weapon system with modular upgrade mechanics
• Wave spawning system with dynamic difficulty scaling
}
class VisualSystems {
// Visual rendering and animation pipeline
• Blender 3D modeling and animation for weapons and enemies
• Unity Animator with blend trees for smooth transitions
• Custom shaders for PS1-style vertex snapping effects
• Affine texture mapping and vertex color tinting pipeline
}

Combat gameplay showcase highlighting core systems, visuals, and pacing

Animation Pipeline

class WeaponAnimations {
// First-person weapon animation workflow
• Idle, fire, reload, and draw animations for multiple weapon types
• Procedural recoil and muzzle flash integration
• Smooth transitions between weapon states using Unity's animation system
}
class EnemyAnimations {
// Enemy character animation states
• Idle, walk, run, and attack animations
• Root motion used selectively for attack and hit-reaction animations
• State machine integration with AI behavior scripts
}

First-Person Weapon Animations

Pistol animations
// Click to view full screen
Pump Shotgun animations
// Click to view full screen
AK-47 animations
// Click to view full screen
Dual Uzi animations
// Click to view full screen

Enemy Character Animations

Zombie animations
// Click to view full screen
Wretch animations
// Click to view full screen
Grave Digger animations
// Click to view full screen
Heartbound Wretch animations
// Click to view full screen

3D Assets I Created for This Project

// Every model below was modelled, textured and rigged by me in Blender

AK-47 RiggedZombieWretchMausoleumPump Shotgun

Project Status & Next Steps

// Current State
Playable Prototype
•Wave-based combat, enemy AI, and weapon systems functional
•PS1-style rendering pipeline and animation workflow integrated
// In Progress
Feature Expansion
•Additional enemy types & unique behaviors
•New level themes & environmental storytelling
•Audio system improvements
•Performance optimization
// Planned
Next Steps
•Co-op multiplayer expansion (post-prototype)
•Steam release planning
•Weapon and enemy balancing