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GAME SYSTEMSIn Progress

Cyberpunk MMORPG

A modern cyberpunk MMORPG designed from the systems level up — combat, progression, networking, inventory, loot, and world architecture built for scalability.

Game DesignSystems ArchitectureUnityCombat SystemsNetworkingWorldbuilding
Date2026-03-01
CategoryGame Systems
StatusIn Progress

Overview

One of my biggest passion projects is a modern cyberpunk MMORPG I've been designing at the systems level. This has gone way beyond surface ideas — I've spent serious time thinking through combat, progression, zones, world architecture, networking, inventory, loot, item interactions, UI behavior, and how all of those systems need to work together cleanly.

Architecture Philosophy

A lot of my focus has been on making the architecture scalable. I care about avoiding brittle systems and replacing walls of if/else logic with cleaner, data-driven structures that can support future growth.

That includes things like:

  • Unified weapon pipelines with modular fire mode logic
  • Loot generation systems driven by data, not hardcoded rules
  • Right-click item action handling through a resolver architecture
  • Rank and progression systems inspired by games like Neocron
  • World-zone infrastructure designed for expansion

Systems Designed

The project spans multiple interconnected systems:

  • Combat Core — unified fire mode architecture, PSI implant weapons, weapon switching
  • Inventory & Items — pickup, drop, equip, containers, right-click context menus, Item Action Resolver
  • Loot Generation — data-driven loot tables and drop logic
  • Progression — rank systems, advancement, and milestone tracking
  • Networking — netcode rate policies, server sim rates, snapshot systems, dynamic tick-rate
  • World Architecture — zone content planning, main city hubs, outpost density, chunk-based streaming
  • UI/UX — vendor UI, loot UI interaction flows, tight feedback systems

The World

The game features a continuous open world with vehicles, fliers, spells, looting, and PvP. I've worked through population targets for main city hubs, outpost density, and how to handle chunk-based rendering and streaming for a seamless experience.

What I've Learned

  • Complex systems need clear boundaries and clean contracts between modules
  • Data-driven design makes iteration and expansion dramatically easier
  • World vision has to stay grounded in technical reality
  • Documentation and handoffs matter enormously as a project grows
  • UI and gameplay behavior must feel tight — not just be technically correct

Tools & Collaboration

I actively collaborate with AI tools like Claude, Codex, and ChatGPT to think through architecture, create specs, and develop handoff documentation. The project is being built with Unity, with pipeline thinking influenced by Unreal Engine approaches.

What I Enjoy Most

This project combines everything I like: vision, worldbuilding, systems thinking, technical structure, documentation, iteration, and long-term design. It's the kind of project that lets me think big while still forcing discipline.