Github Link
Github Link
Github Link
Github Link
Github Link
Github Link


Battle Board is a digital adaptation of the classic board game Ludo, designed to support multiplayer interactions online. This project was developed during my internship at Provisioning Tech, where I collaborated with a team to transform traditional gameplay into a multiplayer experience. This game represents a significant enhancement in my skills, especially in networked game development.
Battle Board is a digital adaptation of the classic board game Ludo, designed to support multiplayer interactions online. This project was developed during my internship at Provisioning Tech, where I collaborated with a team to transform traditional gameplay into a multiplayer experience. This game represents a significant enhancement in my skills, especially in networked game development.
Battle Board is a digital adaptation of the classic board game Ludo, designed to support multiplayer interactions online. This project was developed during my internship at Provisioning Tech, where I collaborated with a team to transform traditional gameplay into a multiplayer experience. This game represents a significant enhancement in my skills, especially in networked game development.
Battle Board is a digital adaptation of the classic board game Ludo, designed to support multiplayer interactions online. This project was developed during my internship at Provisioning Tech, where I collaborated with a team to transform traditional gameplay into a multiplayer experience. This game represents a significant enhancement in my skills, especially in networked game development.
Battle Board is a digital adaptation of the classic board game Ludo, designed to support multiplayer interactions online. This project was developed during my internship at Provisioning Tech, where I collaborated with a team to transform traditional gameplay into a multiplayer experience. This game represents a significant enhancement in my skills, especially in networked game development.
Battle Board is a digital adaptation of the classic board game Ludo, designed to support multiplayer interactions online. This project was developed during my internship at Provisioning Tech, where I collaborated with a team to transform traditional gameplay into a multiplayer experience. This game represents a significant enhancement in my skills, especially in networked game development.
Reversed Controls
My contributions:
In developing Battle Board, I focused mostly on the gameplay mechanics and the small parts of integration of multiplayer functionality using Photon Fusion with the help of my seniors. Here are the key technical aspects I handled:
Gameplay Mechanics Implementation:
Player Movement and Dice Logic: I designed the logic that controls player movements based on dice results. This involved calculating the number of steps a player piece could move on the board, which was contingent on the dice roll outcome. This system required a robust method to translate a dice roll into a series of game actions, determining if a piece could exit its starting position (based on specific roll conditions like rolling a six) or move along its path in the game board.
State Management: To manage the game state effectively, I implemented a state machine within Unity. This system handled various game states, from player turns and dice rolls to the movement of pieces and the conclusion of a game.
My contributions:
In developing Battle Board, I focused mostly on the gameplay mechanics and the small parts of integration of multiplayer functionality using Photon Fusion with the help of my seniors. Here are the key technical aspects I handled:
Gameplay Mechanics Implementation:
Player Movement and Dice Logic: I designed the logic that controls player movements based on dice results. This involved calculating the number of steps a player piece could move on the board, which was contingent on the dice roll outcome. This system required a robust method to translate a dice roll into a series of game actions, determining if a piece could exit its starting position (based on specific roll conditions like rolling a six) or move along its path in the game board.
State Management: To manage the game state effectively, I implemented a state machine within Unity. This system handled various game states, from player turns and dice rolls to the movement of pieces and the conclusion of a game.
My contributions:
In developing Battle Board, I focused mostly on the gameplay mechanics and the small parts of integration of multiplayer functionality using Photon Fusion with the help of my seniors. Here are the key technical aspects I handled:
Gameplay Mechanics Implementation:
Player Movement and Dice Logic: I designed the logic that controls player movements based on dice results. This involved calculating the number of steps a player piece could move on the board, which was contingent on the dice roll outcome. This system required a robust method to translate a dice roll into a series of game actions, determining if a piece could exit its starting position (based on specific roll conditions like rolling a six) or move along its path in the game board.
State Management: To manage the game state effectively, I implemented a state machine within Unity. This system handled various game states, from player turns and dice rolls to the movement of pieces and the conclusion of a game.
My contributions:
In developing Battle Board, I focused mostly on the gameplay mechanics and the small parts of integration of multiplayer functionality using Photon Fusion with the help of my seniors. Here are the key technical aspects I handled:
Gameplay Mechanics Implementation:
Player Movement and Dice Logic: I designed the logic that controls player movements based on dice results. This involved calculating the number of steps a player piece could move on the board, which was contingent on the dice roll outcome. This system required a robust method to translate a dice roll into a series of game actions, determining if a piece could exit its starting position (based on specific roll conditions like rolling a six) or move along its path in the game board.
State Management: To manage the game state effectively, I implemented a state machine within Unity. This system handled various game states, from player turns and dice rolls to the movement of pieces and the conclusion of a game.
My contributions:
In developing Battle Board, I focused mostly on the gameplay mechanics and the small parts of integration of multiplayer functionality using Photon Fusion with the help of my seniors. Here are the key technical aspects I handled:
Gameplay Mechanics Implementation:
Player Movement and Dice Logic: I designed the logic that controls player movements based on dice results. This involved calculating the number of steps a player piece could move on the board, which was contingent on the dice roll outcome. This system required a robust method to translate a dice roll into a series of game actions, determining if a piece could exit its starting position (based on specific roll conditions like rolling a six) or move along its path in the game board.
State Management: To manage the game state effectively, I implemented a state machine within Unity. This system handled various game states, from player turns and dice rolls to the movement of pieces and the conclusion of a game.
My contributions:
In developing Battle Board, I focused mostly on the gameplay mechanics and the small parts of integration of multiplayer functionality using Photon Fusion with the help of my seniors. Here are the key technical aspects I handled:
Gameplay Mechanics Implementation:
Player Movement and Dice Logic: I designed the logic that controls player movements based on dice results. This involved calculating the number of steps a player piece could move on the board, which was contingent on the dice roll outcome. This system required a robust method to translate a dice roll into a series of game actions, determining if a piece could exit its starting position (based on specific roll conditions like rolling a six) or move along its path in the game board.
State Management: To manage the game state effectively, I implemented a state machine within Unity. This system handled various game states, from player turns and dice rolls to the movement of pieces and the conclusion of a game.






UI and Interaction Design:
Dynamic UI Updates
Player Input Handling
UI and Interaction Design:
Dynamic UI Updates
Player Input Handling
UI and Interaction Design:
Dynamic UI Updates
Player Input Handling
UI and Interaction Design:
Dynamic UI Updates
Player Input Handling
UI and Interaction Design:
Dynamic UI Updates
Player Input Handling
UI and Interaction Design:
Dynamic UI Updates
Player Input Handling
Multiplayer Network Integration:
Networking Setup
Real-time Synchronization
Room Management
Multiplayer Network Integration:
Networking Setup
Real-time Synchronization
Room Management
Multiplayer Network Integration:
Networking Setup
Real-time Synchronization
Room Management
Multiplayer Network Integration:
Networking Setup
Real-time Synchronization
Room Management
Multiplayer Network Integration:
Networking Setup
Real-time Synchronization
Room Management
Multiplayer Network Integration:
Networking Setup
Real-time Synchronization
Room Management



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