Upcoming Multiplayer Psychological Horror Game
Dead Air: Black Channel is an upcoming multiplayer psychological horror game set within the Dead Air universe. Players must cooperate o investigate disturbing transmissions, uncover hidden secrets, and survive the entities lurking beyond the static.
Status: In Development
Engine: Unreal Engine 5
Role: Solo Developer
Status: In Development
Engine: Unreal Engine 5
Role: Solo Developer
Project Overview
I am building Dead Air: Black Channel entirely from the ground up — no existing templates, starter kits, or pre-made Blueprints. Every line of code, system, and asset has been custom-designed and implemented specifically for this game by me.
This project serves as a deep dive into advanced gameplay systems, multiplayer architecture, and immersive horror design. It expands the original Dead Air universe into a cooperative multiplayer experience while maintaining the tense, atmospheric feel of the single-player prototype.
Systems Implemented
Custom Inventory System with Hand Slots
Fully functional inventory with equipped hand slots for items, tools, and weapons. Supports item stacking, combining, and context-sensitive interactions.
Fully functional inventory with equipped hand slots for items, tools, and weapons. Supports item stacking, combining, and context-sensitive interactions.
Dialogue System
Branching, context-aware NPC/entity dialogue with multiple outcomes based on player choices and inventory state.
Branching, context-aware NPC/entity dialogue with multiple outcomes based on player choices and inventory state.
Objective & Progression System
Dynamic objectives that update in real-time for individual players and the group, with shared and personal goals.
Dynamic objectives that update in real-time for individual players and the group, with shared and personal goals.
Multiplayer Framework
Full networked multiplayer (co-op focused) including replication, synchronization, player joining/leaving, and dedicated server considerations.
Full networked multiplayer (co-op focused) including replication, synchronization, player joining/leaving, and dedicated server considerations.