One Map – Never Ending Battle Royale

One Map – Never Ending Battle Royale

One Map – Never Ending Battle Royale

Year

2026

Company

300Mind

Category

Battle Royale, Shooter, Multiplayer

Platform

Android, IOS, Apple Tv, Windows, Mac, Linux, Xbox, Play Station

About The Project

About The Project

One Map - Never Ending Battle Royale is an ambitious next-generation competitive shooter developed for Android, iOS, Apple TvOS, Windows, MacOS, Linux and Xbox and Play Station consoles, showcasing enterprise-level multiplayer architecture and AAA-quality gameplay mechanics. The game takes place in a persistent, evolving battle royale arena where players engage in high-octane combat with responsive controls, precise aiming mechanics, and immersive haptic feedback on both Xbox and PlayStation controllers.

The core gameplay is built on a foundation of meticulously-tuned FPS mechanics inspired by industry-leading titles like Halo Infinite. Every aspect of the controller experience—from camera sensitivity curves to aim assist behaviour—has been engineered to provide responsive, predictable, and fair competitive gameplay. The game features a complete weapons arsenal with individual ballistic properties, visual effects, and haptic signatures that give each weapon distinct personality and feel.

The project demonstrates mastery of cross-platform development, implementing platform-specific features, native controller support with haptic differentiation between Xbox and PlayStation devices, cross-platform networking, and console-specific suspend/resume lifecycle management. One Map represents a sophisticated blend of technical excellence, gameplay polish, and professional multiplayer architecture designed to compete with established battle royale titles.

One Map - Never Ending Battle Royale is an ambitious next-generation competitive shooter developed for Android, iOS, Apple TvOS, Windows, MacOS, Linux and Xbox and Play Station consoles, showcasing enterprise-level multiplayer architecture and AAA-quality gameplay mechanics. The game takes place in a persistent, evolving battle royale arena where players engage in high-octane combat with responsive controls, precise aiming mechanics, and immersive haptic feedback on both Xbox and PlayStation controllers.

The core gameplay is built on a foundation of meticulously-tuned FPS mechanics inspired by industry-leading titles like Halo Infinite. Every aspect of the controller experience—from camera sensitivity curves to aim assist behaviour—has been engineered to provide responsive, predictable, and fair competitive gameplay. The game features a complete weapons arsenal with individual ballistic properties, visual effects, and haptic signatures that give each weapon distinct personality and feel.

The project demonstrates mastery of cross-platform development, implementing platform-specific features, native controller support with haptic differentiation between Xbox and PlayStation devices, cross-platform networking, and console-specific suspend/resume lifecycle management. One Map represents a sophisticated blend of technical excellence, gameplay polish, and professional multiplayer architecture designed to compete with established battle royale titles.

My Contribution

My Contribution

  • FPS-Independent Camera & Look-Around System: Redesigned the entire look-around pipeline from frame-based (deg/frame) to time-based (deg/sec) and refactored CameraLookInput to apply delta time exactly once within the OrbitCamera integration, eliminating FPS dependency and ensuring identical controller results at both 30 FPS and 60 FPS.

  • Non-Linear Sensitivity & Look Acceleration System: Built a complete sensitivity system using custom non-linear curve equations for various scopes and acceleration/deceleration settings—tuned using Halo Infinite as a reference standard—and added a real-time "Turn Time Check" in-game debug tool to verify smooth transitions across all presets.

  • Aim Assist System (Halo-Inspired): Engineered a layered aim assist implementation featuring turn-rate-normalized slowdown, magnetism converted to deg/sec for FPS independence, adhesion, tracking assist, target world radius estimation, and a runtime IMGUI tuning tool with visual debug circles.

  • Dual-Platform Haptics Manager: Developed a comprehensive haptics system with automatic runtime controller type detection and separate intensity-over-time configuration profiles for Xbox and PlayStation controllers, covering distinct weapon profiles, UI interactions, and contextual gameplay actions like partial vs. empty reloads.

  • Weapon Systems & Ballistics: Implemented precise semi-automatic vs. automatic fire logic with explicit input separation, resolved input conflicts between firing, reloading, and throwing grenades, added muzzle-aligned bullet trails and updated hit spark VFX, and engineered shotgun physics with fixed per-pellet damage and linear distance falloff (10m–30m).

  • Xbox Platform Compliance: Implemented Xbox Requirements compliance features, including an XR-007 multilingual cross-platform networking warning popup, an XR-117 smooth-fading Beta message pre-loading screen, and an XR-074 suspend/resume system that manages session recovery, ticket cleanup, popup suppression, and editor simulation.

  • Friends & Social System: Built a social management system featuring a 5-minute friend invite cooldown, a request popup queue handler with accept/reject/block event mapping, reason-specific join rejection messaging, lobby-full validation, and a centralized UIVisualStatesHandler for UI button states.

  • Localization & UI Systems: Added multi-language localization for Xbox warnings, matchmaking dialogs, and leaderboards, resolved a critical TextMeshPro font fallback bug that caused player names to become invisible in non-English character sets, and created a generic UIStateVisuals component for reusable popup UI data configuration.

  • Network & Connectivity: Engineered the ConnectivityFlowCoordinator to handle priority-aware popup suppression across game flows, fixed mid-match game-closing lobby rejoin failures, resolved non-host player visibility race conditions during multiplayer session transitions, and improved server-switching error recovery.

  • FPS-Independent Camera & Look-Around System: Redesigned the entire look-around pipeline from frame-based (deg/frame) to time-based (deg/sec) and refactored CameraLookInput to apply delta time exactly once within the OrbitCamera integration, eliminating FPS dependency and ensuring identical controller results at both 30 FPS and 60 FPS.

  • Non-Linear Sensitivity & Look Acceleration System: Built a complete sensitivity system using custom non-linear curve equations for various scopes and acceleration/deceleration settings—tuned using Halo Infinite as a reference standard—and added a real-time "Turn Time Check" in-game debug tool to verify smooth transitions across all presets.

  • Aim Assist System (Halo-Inspired): Engineered a layered aim assist implementation featuring turn-rate-normalized slowdown, magnetism converted to deg/sec for FPS independence, adhesion, tracking assist, target world radius estimation, and a runtime IMGUI tuning tool with visual debug circles.

  • Dual-Platform Haptics Manager: Developed a comprehensive haptics system with automatic runtime controller type detection and separate intensity-over-time configuration profiles for Xbox and PlayStation controllers, covering distinct weapon profiles, UI interactions, and contextual gameplay actions like partial vs. empty reloads.

  • Weapon Systems & Ballistics: Implemented precise semi-automatic vs. automatic fire logic with explicit input separation, resolved input conflicts between firing, reloading, and throwing grenades, added muzzle-aligned bullet trails and updated hit spark VFX, and engineered shotgun physics with fixed per-pellet damage and linear distance falloff (10m–30m).

  • Xbox Platform Compliance: Implemented Xbox Requirements compliance features, including an XR-007 multilingual cross-platform networking warning popup, an XR-117 smooth-fading Beta message pre-loading screen, and an XR-074 suspend/resume system that manages session recovery, ticket cleanup, popup suppression, and editor simulation.

  • Friends & Social System: Built a social management system featuring a 5-minute friend invite cooldown, a request popup queue handler with accept/reject/block event mapping, reason-specific join rejection messaging, lobby-full validation, and a centralized UIVisualStatesHandler for UI button states.

  • Localization & UI Systems: Added multi-language localization for Xbox warnings, matchmaking dialogs, and leaderboards, resolved a critical TextMeshPro font fallback bug that caused player names to become invisible in non-English character sets, and created a generic UIStateVisuals component for reusable popup UI data configuration.

  • Network & Connectivity: Engineered the ConnectivityFlowCoordinator to handle priority-aware popup suppression across game flows, fixed mid-match game-closing lobby rejoin failures, resolved non-host player visibility race conditions during multiplayer session transitions, and improved server-switching error recovery.

Tech & Tools

Tech & Tools

Unity Engine, C# with DOTS/ECS, Plastic SCM, Steam SDK, Xbox GDK, REST API, Unity Friends System, Unity Cloud Save, Unity Multiplay, Unity Netcode, Localization System, Fiddler (network debugging), GitHub

Let'S WORK

TOGETHER

Let'S WORK

TOGETHER

Let'S WORK

TOGETHER

Let'S WORK

TOGETHER

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