Licensed diploma project

Haardon: a fast hybrid of an FPS and an RTS.

A licensed Unity diploma project combining first-person combat, real-time strategy and procedurally generated objectives in a science-fiction battlefield.

My role
Programmer & project lead
Team
5-person diploma team
Engine
Unity · C#
Status
Completed · 2024
First-person Haardon gameplay showing the player defending RTS structures on a science-fiction battlefield
The playable build places first-person combat and strategic structures on the same battlefield, allowing the player to participate directly in the wider RTS encounter.

Licensing & ownership

The source code is not publicly available because the project is licensed and jointly owned. This project page uses the dissertation and development history to distinguish my documented work from shared implementation and the wider team result.

Project overview

Two perspectives, one battlefield

Haardon asks the player to think like a commander and fight like a soldier. Strategic decisions shape the battlefield, while first-person action makes the consequences immediate.

The team designed a loop around building and combat phases. From the RTS view, the player expands defensive locations, manages resources, constructs buildings and commands allied units. In FPS mode, the player enters the battle directly with weapons and abilities. Procedural terrain and randomly generated objectives were used to make each scenario less predictable.

My original idea was to combine the speed and presence of an FPS with the planning of an RTS. I brought participants from two student groups together, led the first brainstorming sessions and helped turn that concept into a shared diploma project with a playable Unity build and a formal technical dissertation.

Gameplay trailer

See the hybrid in motion

The trailer demonstrates first-person combat, strategic structures, abilities, enemy encounters and the project’s science-fiction presentation.

Trailer hosted on Vimeo. I contributed the trailer music as part of the project’s final presentation.

My contribution

Game development with project-level responsibility

My work crossed gameplay programming, player presentation, prototypes, technical writing and project direction. Shared items are described as contributions rather than sole ownership.

01

Player feedback & health

Implemented the player health bar and its behaviour, created the supporting visual assets, and extended the shared event system with maximum-health and healing-related state.

02

Player presentation

Integrated the player model and animation assets, worked with the FPS weapon camera, and contributed to player movement and camera-control code as part of the shared character system.

03

Healing & game events

Co-developed the Healing Aura ability and its connection to GameEventSystem, helping translate a team-designed ability into health changes and visible player feedback.

04

Persistence prototypes

Built an early modular save-system prototype for player position and a work-in-progress high-score system. These experiments informed the architecture even though the high-score feature was not part of the final build.

05

Project direction

Originated the core hybrid concept, brought students from two groups into one project team, led the initial brainstorming and helped keep the gameplay, technical work and dissertation aligned.

06

Documentation & trailer

Contributed to the English abstract, game design, Unity methods, player-model and FPS-camera sections, discussion, future work, conclusions and references, and created music for the game trailer.

Evidence note: the surviving Git history includes health-bar and healing-event work, the early binary save prototype, high-score experiments, player-model and animation integration, and shared player/camera changes. Because the repository contains merges and collaborative systems, this page prioritises specific capabilities over commit volume.

Team outcome

A connected hybrid, not two separate prototypes

The broader implementation was divided across the team and integrated into one game loop. These systems describe the delivered project as a whole, not my sole authorship.

  • 01First-person movement, weapons, abilities and combat feedback
  • 02RTS building placement, unit training, selection and orders
  • 03Switching between FPS and overhead strategy perspectives
  • 04Procedurally generated terrain and randomly assigned objectives
  • 05Resource gathering, defensive expansion, enemy AI and wave management
  • 06Separate FPS and RTS HUD states with persistent battlefield information

Technical approach

Systems that had to meet in real time

Combining two genres meant coordinating character control, strategy commands, generated environments, interface state and enemy behaviour inside one Unity runtime.

Engine

Unity · C#

Gameplay

FPS combat · RTS commands · abilities

World

Procedural terrain · generated objectives

Character

Animator · Animation Rigging · IK

Architecture

Game events · coroutines · modular systems

Performance

Unity Job System · pathfinding

Performance challenge

Pathfinding without blocking play

The dissertation records a team optimisation that moved pathfinding work away from the main thread with Unity’s Job System, reducing the measured calculation from roughly 50 ms to about 0.2 ms in the documented test.

Scope discipline

Prototype honestly, ship deliberately

The early save and high-score work helped explore persistent state, but the high-score system remained unimplemented in the final experience. Keeping that distinction visible is part of presenting development work responsibly.

What I learned

From concept leadership to a playable build

  1. 01Turning an unusual genre idea into a scope that a student team could divide, integrate and demonstrate.
  2. 02Treating leadership as hands-on coordination: defining direction, contributing code, integrating shared systems and documenting decisions.
  3. 03Designing player feedback so health, healing and ability state remain readable during fast first-person combat.
  4. 04Integrating character models, animation, camera behaviour and gameplay code as one coherent player experience.
  5. 05Prototyping save and high-score systems early, then being transparent about which experiments did not enter the final build.
  6. 06Writing a technical dissertation that connects implementation choices, limitations, challenges and possible future work.

Primary project document

Read the diploma dissertation

The full team dissertation documents the game design, implementation, challenges and conclusions behind the playable build.

Haardon diploma dissertation

74 pages · 3.4 MB · January 2024

Scroll inside the preview to read, resize it vertically from the lower edge, or use the full-reader link for the browser’s complete PDF controls.

Strategy decisions. First-person consequences.

Open the trailer - opens in a new tab