My Roles
Lead Programmer (C#)
Designer
Developed in
Unity Engine
Duration
Platform
2 Weeks
PC
Release
Student Project
April 2024
Intro
Devil’s Office is a 2–4 player local PvP party game set in the worst workplace imaginable — hell itself. Players must blend in among NPC employees, complete office tasks, and stealthily eliminate rivals by stabbing them in the back. But beware: kill the wrong target, and you’ll have to clean up the evidence, exposing yourself to others.
With a procedurally generated tile-based office, player-specific tasks highlighted by shaders, and a map system that aids navigation but risks revealing your position, every round balances clarity with secrecy. The result is a tense, chaotic mix of stealth, deception, and party-game fun where no two matches play the same.
The goal is to reach the end of the timer with the most points. Killing other players grants more points, and doing tasks grants a base of 10 points.
Key design challenges:
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Design tasks and objectives that keep players moving while blending into NPC “employees.”
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Reward careful play and punish careless mistakes (e.g., killing an NPC).
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Balance clarity (knowing what tasks to do) with secrecy (not revealing your position to opponents).

Design Approach

Task & Map Design
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Procedural Tasks: Printer, PC, and other objectives placed dynamically with each round.
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Personalized Shader Feedback: Each player only sees shaders highlighting their own tasks, preventing information leaks across screens.
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Map Overview: A minimap shows task locations, improving clarity, but creates risk — other players can track your movement.
Rationale: These features kept the game fair but tense, with players balancing clarity (find your tasks quickly) against stealth (don’t reveal your position).
Core Gameplay Loop
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Blend In: Players disguise themselves among NPC employees.
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Complete Tasks: Earn points by performing random office chores (e.g., using the printer, checking PCs).
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Eliminate Rivals: Players can only kill others by stabbing them in the back, creating tension around positioning and earning more points
Win Condition: Highest score at the end of the round (via tasks + eliminations).
Tile-Based System
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Implemented a tile system to control player and NPC movement.
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The tiles allowed players and NPC to move more similarly making it more difficult to distinct players from NPCs
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Tiles allowed for procedural generation of tasks and objects, ensuring maps felt fresh each play session.
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Provided a flexible foundation for dynamic task placement and modular level design.

Iteration and Feedback
The Problem
Early playtests revealed two major issues:
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Players struggled to locate tasks, leading to confusion and downtime.
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Rounds sometimes felt static, as players camped instead of moving.
The Solution
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Minimap System: Added a clear overview of task locations, improving direction and pacing.
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Personalized Shader Highlighting: Prevented information leaks while keeping objectives visible.
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Procedural Map Changes (via Tile System): Ensured players had to adapt every round, breaking static strategies and keeping play dynamic.
The Result
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Players moved more actively around the map.
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Objectives were clearer, reducing frustration while keeping the hidden identity tension intact.
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The procedural variety boosted replayability and unpredictability.
Skills Applied
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Technical Systems:
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Implemented a tile-based movement and map generation system.
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Developed shader logic for player-specific task highlighting.
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AI Behavior to be similar to the player's.
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System Design:
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Balanced tasks, kills, and punishments to encourage stealth and deception.
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PvP Balancing:
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Designed mechanics where risk (killing NPCs, using map) had visible consequences.
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Iteration & Testing:
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Adjusted UI/UX (map, shaders) based on player feedback to improve clarity and pacing.
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Team Collaboration:
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Coordinated programming and design efforts, ensuring systems aligned with the stealth party-game vision.
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Outcome
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Delivered a stealth-based PvP party game playable by up to 4 players locally.
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Achieved a balance between clarity (objectives) and tension (hidden identities).
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Showcased advanced technical design work (tile system, shaders, procedural maps).
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Positive playtest feedback highlighted the chaos of stealth kills and the thrill of trying to “act like an NPC” to fool opponents.