Vincent Schwier

Vincent Schwier

Junior Gameplay Programmer — Unity & Unreal

I build gameplay systems with a strong focus on multiplayer fundamentals, clear state-driven logic, and production-ready code. I’ve shipped a co-op title on Steam as a solo developer.

Focus: Multiplayer Gameplay Systems
Engines: Unity / Unreal
Target: Indie Junior Role

Projects

I keep a broad range of finished projects, but the main focus is my shipped multiplayer title and the systems behind it.

All Unity Unreal Multiplayer

Last Chance

Singleplayer Puzzle · Unreal Engine · Solo
Autoplay muted • unmute via controls

Puzzle game built to explore modular Blueprint-based systems.

UnrealBlueprintsSystems
• Modular Blueprint architecture
• Reusable interaction components
• Clean separation of gameplay logic

Benny’s Adventure

3D Platformer · Unreal Engine · Solo
Autoplay muted • unmute via controls

3D platformer focused on player movement and gameplay feel.

UnrealBlueprintsGameplay
• Character movement & jump tuning
• Camera behavior & feedback
• Blueprint-driven core mechanics

Estania

Narrative Exploration · Unity · Solo
Autoplay muted • unmute via controls

Atmospheric exploration game with focus on pacing and storytelling.

UnityC#FMOD
• Scene flow & progression logic
• Audio-driven mood design
• Narrative pacing through gameplay

Additional Work

Other projects and jam work

Xenite Defender

Tower Defense · Unity · Solo · Windows
Xenite Defender gameplay screenshot

Sci-fi tower defense: build defenses at night to protect xenite mining operations from enemy droid fleets.

UnityC#Tower DefenseStrategy
• Core gameplay loop: build/defend/upgrade under pressure
• Enemy wave pacing + simple economy tuning
• Clean separation between placement, targeting, and wave logic

Book of Dreams

2D Platformer · Unity · Solo
Book of Dreams gameplay screenshot

2D pixel-platformer built to strengthen gameplay fundamentals.

Unity2DGameplay
• Custom 2D controller
• Collision & enemy logic
• Game-feel tuning

Reboot Eden

Game Jam · Unity · Team
Reboot Eden gameplay screenshot

5-day game jam project created under heavy time pressure.

UnityC#Game Jam
• Rapid prototyping
• Team collaboration
• Complete gameplay loop delivery

Engineering Highlights

This section is intentionally technical. It’s based on real problems I hit while shipping a multiplayer title and how I solved them using a server-driven, event-based approach.

Authority model (and what I’d improve)
  • Current (shipped): many gameplay-relevant values were replicated broadly to simplify early development.
  • Why: reduced complexity and made iteration fast while building the full loop as a solo dev.
  • Downside: not ideal for security (cheat clients can use extra knowledge).
  • If rebuilt: keep sensitive data (roles) server-side and send clients only “need-to-know” presentation info.
Sync strategy: ServerRpc → ObserversRpc
  • Goal: prevent clients entering different UI/gameplay states due to timing.
  • Approach: clients request actions via ServerRpc; server validates and broadcasts a single event via ObserversRpc.
  • Result: one authoritative trigger + payload → consistent screens and state across all clients.
Real bug story: Meeting screen desync
  • Symptoms: meeting screens appeared inconsistently across players; sometimes player colors/UI info mismatched.
  • Cause: clients could enter UI based on partial/local timing rather than a single authoritative transition.
  • Fix: moved the transition to a server-driven event model: Meeting request via ServerRpc → server validates → broadcast payload via ObserversRpc (caller, deaths, screen type). Clients apply UI locally using that payload.
  • Outcome: meeting flow became consistent across clients and desync-style UI bugs dropped significantly.
Disconnect handling (simple + robust)
  • Host leaves: session ends and all players return to the menu/lobby flow.
  • Client disconnect mid-round: treated like a death/removal; no mid-round rejoin.
  • Why: avoids complex state reconstruction and keeps round rules deterministic.
Network optimization
  • Issue: too many frequent updates/RPC calls created network spam and timing issues.
  • Fix: keep only essential logic in Update; move most transitions to event-based messages.
  • Effect: clearer network behavior, fewer messages, improved stability during busy moments.
If I rebuild Undercover
  • Split larger scripts into smaller components with clearer responsibilities (maintainability).
  • Redesign sensitive data handling (roles) to be server-only and “need-to-know” on clients.
  • Add selective prediction for low-risk feedback (animations/UI) while keeping outcomes server-authoritative.
  • Apply the networking strategies I learned earlier to reduce iteration cost and avoid early tech debt.

Skills

Gameplay & Systems
  • Gameplay systems & state machines
  • Networking fundamentals (client-server authority)
  • Debugging, instrumentation, iteration speed
Tools
  • Unity (C#), Unreal (Blueprints)
  • FishNet, Steamworks
  • Git / GitHub
  • FMOD, Blender, Substance

About

I’m a game creation student and solo developer focused on finished, shippable projects. My main strength is building clear gameplay systems and applying multiplayer fundamentals in a production setting (shipping and supporting a Steam release). I’m currently looking for a junior gameplay role at an indie studio where I can contribute to gameplay systems, multiplayer features, and clean, maintainable code.

Contact

Best ways to reach me: