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	<title>Current Projects &#8211; Griffon Hanson</title>
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	<link>https://griff.pw</link>
	<description>Multiplayer Gameplay Engineer</description>
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		<title>Cloud Assassin</title>
		<link>https://griff.pw/2025/03/26/cloud-assassin/</link>
		
		<dc:creator><![CDATA[griffon]]></dc:creator>
		<pubDate>Wed, 26 Mar 2025 18:33:48 +0000</pubDate>
				<category><![CDATA[Current Projects]]></category>
		<guid isPermaLink="false">https://griff.pw/?p=350</guid>

					<description><![CDATA[A live-action game with hidden information, hosted in the cloud. ]]></description>
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<figure class="wp-block-image size-full"><img fetchpriority="high" decoding="async" width="790" height="561" src="https://griff.pw/wp-content/uploads/2025/03/Assassin-System-Diagram.png" alt="" class="wp-image-353" srcset="https://griff.pw/wp-content/uploads/2025/03/Assassin-System-Diagram.png 790w, https://griff.pw/wp-content/uploads/2025/03/Assassin-System-Diagram-300x213.png 300w, https://griff.pw/wp-content/uploads/2025/03/Assassin-System-Diagram-768x545.png 768w" sizes="(max-width: 790px) 100vw, 790px" /></figure>
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<h2 class="wp-block-heading has-large-font-size">Information</h2>



<p class="has-medium-font-size"><em>January 2025 &#8211; Current</em></p>



<p class="has-medium-font-size">Hosted with Azure using Kubernetes and CosmosDB</p>
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<p class="wp-embed-aspect-16-9 wp-has-aspect-ratio has-medium-font-size"><a href="https://en.wikipedia.org/wiki/Assassin_(game)" data-type="link" data-id="https://en.wikipedia.org/wiki/Assassin_(game)">From Wikipedia:</a> <em>&#8220;Assassin (also Killer) is a live-action game in which players try to eliminate one another using mock weapons, in an effort to become the last surviving player.&#8221; </em>A charming game with an information management problem. Players require private information such as who their target is but to keep this information private, the game requires a host who cannot be a player in order to manage targets, points, etc. I solved this a few years ago by making a discordJS bot for my friend group to play. I figured this would be a good final project for my Cloud System Design class. It is still currently in progress as of 3/26/2025.</p>



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		<title>Networked Cowboy Shooter</title>
		<link>https://griff.pw/2024/11/25/networked-cowboy-shooter/</link>
		
		<dc:creator><![CDATA[griffon]]></dc:creator>
		<pubDate>Mon, 25 Nov 2024 20:53:37 +0000</pubDate>
				<category><![CDATA[Current Projects]]></category>
		<guid isPermaLink="false">https://griff.pw/?p=320</guid>

					<description><![CDATA[An educational project about fairness in multiplayer shooters. ]]></description>
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<p><em>August 2024 – December 2024</em></p>



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<p class="has-medium-font-size">Despite growing up on games like <em>Counter-Strike</em>, I have never tried my hand at making a multiplayer shooter. I decided to come up with a simple premise and use my understanding of <a href="https://docs-multiplayer.unity3d.com/netcode/current/tutorials/get-started-ngo/" data-type="link" data-id="https://docs-multiplayer.unity3d.com/netcode/current/tutorials/get-started-ngo/">Unity 6 and Netcode for GameObjects</a> to expand my understanding of the multiplayer implementations in shooters. Here is the premise: </p>



<p class="has-medium-font-size">The project will have two phases. The first phase of action will be a classic cowboy draw. Each player takes two shots to kill, so after this first phase one player is a single shot away from losing whilst the other has an advantage for the second phase. The player(s) that was shot gets teleported behind cover in one of the four corners of the level at random. This gives an interesting dynamic where one player has better positioning but only one health where as the other is out in the open but with full health. That’s it, a simple design but one that will be beneficial to my understanding of multiplayer programming.</p>



<div class="wp-block-media-text is-stacked-on-mobile"><figure class="wp-block-media-text__media"><video controls src="https://griff.pw/wp-content/uploads/ShooterSideBySide.mp4"></video></figure><div class="wp-block-media-text__content">
<p>This video demonstrates the two phases of the project over the internet. It features a peer-to-peer connection using Unity Relay, connecting my browser in Seattle with my friend Aaron&#8217;s browser in Dallas. Aaron, a seasoned Valorant player, was instrumental in testing this project. I knew my work wasn&#8217;t complete until he confirmed that the gameplay felt responsive and fair.</p>
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<p><strong>Additional Credits</strong></p>



<ul class="wp-block-list">
<li>Aaron Nguyen &#8211; Testing Help</li>
</ul>



<p></p>
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