Burning Out Logo

Steam Page

Game Trailer

Updated June 25, 2025

Project Overview

Project Type

Game Genre

Role

Core Team Size

Duration

Engine

Tools

Class & Personal Project

Multiplayer Survival Horror

Design, Programming, UX

7

January 2025 - August 2025

Unity 6

C#, Mirror Networking, Miro, Git

Project Description

Burning Out is a first person multiplayer survival horror game, with focus on real horror together (and alone).

Players try to escape together—alive—exploring the maze’s floors, evading its monsters, and unearthing its secrets.

The project began in UCI’s Game Design program, boothed in UCI Z3 Games Expo 2025, and published to Steam by Burnt Out Games.

On this project, I designed and engineered core gameplay, systems, and UX, as well as co-founded an LLC to publish the game on Steam!

Responsibilities

Gameplay Design & Engineering

  • Designed and implemented core gameplay mechanics, including logic and appearance features, such as movement controls and torch & fire systems with dynamic light and flame, and torchwood burndown. Worked closely with team, driving whiteboard discussions with focus on “How do we make multiplayer horror actually scary?”, using this question as the basis for all design decisions.

Systems Design & Engineering

  • Designed and implemented inventory system with animated on/off hand selection, item templates built with custom networked containers, leveraging OOP & SOLID principles to reduce latency and sync issues. Authored system documentation to ensure consistency across designers and programmers.

Publishing

  • Published the game on Steam, developing rapid design fixes to address large-scale issues post-launch. Collaborated with Network Engineer and Playtest Lead to adjust levels/content/values in response to feedback in playtests and post-release. For this release, the President and myself (the Games Director) worked with the team to found Burnt Out Games, LLC!

UX Design

  • Conducted in-person playtests in classes and Z3 Expo, collecting feedback via notes and surveys. Using this feedback (notably on clarity), I worked to give the player enough information to give direction while still invoking mystery & fear, not confusion. Changes made to support these included addition of a loading screen, a themed tutorial billboard, coordinate markers, and increased visibility for stepping-stones to the goal. Here’s the billboard iteration!:
Burning Out Logo

Steam Page

Game Trailer

Updated June 25, 2025

Project Overview

Project Type

Game Genre

Role

Core Team Size

Duration

Engine

Tools

Class & Personal Project

Multiplayer Survival Horror

Design, Programming, UX

7

January 2025 - August 2025

Unity 6

C#, Mirror Networking, Miro, Git

Project Description

Burning Out is a first person multiplayer survival horror game, with focus on real horror together (and alone).

Players try to escape together—alive—exploring the maze’s floors, evading its monsters, and unearthing its secrets.

The project began in UCI’s Game Design program, boothed in UCI Z3 Games Expo 2025, and published to Steam by Burnt Out Games.

On this project, I designed and engineered core gameplay, systems, and UX, as well as co-founded an LLC to publish the game on Steam!

Responsibilities

Gameplay Design & Engineering

  • Designed and implemented core gameplay mechanics, including logic and appearance features, such as movement controls and torch & fire systems with dynamic light and flame, and torchwood burndown. Worked closely with team, driving whiteboard discussions with focus on “How do we make multiplayer horror actually scary?”, using this question as the basis for all design decisions.

Systems Design & Engineering

  • Designed and implemented inventory system with animated on/off hand selection, item templates built with custom networked containers, leveraging OOP & SOLID principles to reduce latency and sync issues. Authored system documentation to ensure consistency across designers and programmers.

Publishing

  • Published the game on Steam, developing rapid design fixes to address large-scale issues post-launch. Collaborated with Network Engineer and Playtest Lead to adjust levels/content/values in response to feedback in playtests and post-release. For this release, the President and myself (the Games Director) worked with the team to found Burnt Out Games, LLC!

UX Design

  • Conducted in-person playtests in classes and Z3 Expo, collecting feedback via notes and surveys. Using this feedback (notably on clarity), I worked to give the player enough information to give direction while still invoking mystery & fear, not confusion. Changes made to support these included addition of a loading screen, a themed tutorial billboard, coordinate markers, and increased visibility for stepping-stones to the goal. Here’s the billboard iteration!:
Burning Out Logo

Steam Page

Game Trailer

Updated June 25, 2025

Project Overview

Project Type

Game Genre

Role

Core Team Size

Duration

Engine

Tools

Class & Personal Project

Multiplayer Survival Horror

Design, Programming, UX

7

January 2025 - August 2025

Unity 6

C#, Mirror Networking, Miro, Git

Project Description

Burning Out is a first person multiplayer survival horror game, with focus on real horror together (and alone).

Players try to escape together—alive—exploring the maze’s floors, evading its monsters, and unearthing its secrets.

The project began in UCI’s Game Design program, boothed in UCI Z3 Games Expo 2025, and published to Steam by Burnt Out Games.

On this project, I designed and engineered core gameplay, systems, and UX, as well as co-founded an LLC to publish the game on Steam!

Responsibilities

Gameplay Design & Engineering

  • Designed and implemented core gameplay mechanics, including logic and appearance features, such as movement controls and torch & fire systems with dynamic light and flame, and torchwood burndown. Worked closely with team, driving whiteboard discussions with focus on “How do we make multiplayer horror actually scary?”, using this question as the basis for all design decisions.

Systems Design & Engineering

  • Designed and implemented inventory system with animated on/off hand selection, item templates built with custom networked containers, leveraging OOP & SOLID principles to reduce latency and sync issues. Authored system documentation to ensure consistency across designers and programmers.

Publishing

  • Published the game on Steam, developing rapid design fixes to address large-scale issues post-launch. Collaborated with Network Engineer and Playtest Lead to adjust levels/content/values in response to feedback in playtests and post-release. For this release, the President and myself (the Games Director) worked with the team to found Burnt Out Games, LLC!

UX Design

  • Conducted in-person playtests in classes and Z3 Expo, collecting feedback via notes and surveys. Using this feedback (notably on clarity), I worked to give the player enough information to give direction while still invoking mystery & fear, not confusion. Changes made to support these included addition of a loading screen, a themed tutorial billboard, coordinate markers, and increased visibility for stepping-stones to the goal. Here’s the billboard iteration!: