ATT
BACK TO ALL PROJECTS

PROJECT /01

Mafia Simulator

A KWINTET GAMES PROJECT

ACTIVE DEVELOPMENT

Mafia Simulator player character standing in the port environment at night.
Mafia Simulator is a systems-driven crime simulation project focused on player interaction, crew control, character takedowns, and reactive civilian behavior. Development currently combines prototype-tested mechanics with a newer environment-focused build.View full-size image ↗

OVERVIEW

The Project

Development spans two connected contexts: an earlier mechanics-focused Unity project used to validate gameplay behavior with temporary visuals, and a newer build where those systems and project content are being brought together within a more developed port environment. Ahmet's work covers gameplay-system implementation, character mechanics, AI behavior, planning, iteration, demo delivery, and coordination.

SYSTEM HIGHLIGHTS

Core Systems

A selection of core gameplay systems highlighted through media and code.

TECHNICAL PRESENTATION

Gameplay + Code

01 — Movement + Interaction · Prototype FootagePrototype footage demonstrating the shared interaction flow used for doors, pickups, and other interactable objects.

A forward camera ray tests only the configured interaction layer, verifies the common interaction contract, and maintains the current target and prompt state.

Interaction System

A shared player interaction flow supports multiple object types such as doors and pickups.

CONTRIBUTION
Implemented and iterated on reusable player interaction behavior, including target detection and object-specific execution.
INTERACTABLE DETECTIONPROJECT SOURCE / Assets/Scripts/Interaction/PlayerInteraction.cs / C#
void DetectInteractable(){    RaycastHit hit;    if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit, interactionRange, interactableLayer))    {        IInteractable interactable = hit.collider.GetComponent<IInteractable>();        if (interactable != null)        {            if (currentInteractableObject != hit.collider.gameObject)            {                currentInteractableObject = hit.collider.gameObject;                interactionUI.SetActive(true);            }            return;        }    }    currentInteractableObject = null;    interactionUI.SetActive(false);}

ARCHITECTURE

System Map

Gameplay input, command, takedown, and civilian-response flows

A conceptual map of the verified systems shown in the case study. It groups runtime responsibilities without presenting the diagram as a literal class hierarchy.

Player InputInteractionInteractableObjectTakedownRequestAttacker /Victim SyncExecutionCrew CommandPanelSelected CrewCommandDispatchOrders /FormationProximity /Weapon /GunshotThreatEvaluationEscape StateDistance /Break LOS
  1. Player Input
    • Flows to: Interaction
  2. Interaction
    • Flows to: Interactable Object
  3. Interactable Object
  4. Takedown Request
    • Flows to: Attacker / Victim Sync
  5. Attacker / Victim Sync
    • Flows to: Execution
  6. Execution
  7. Crew Command Panel
    • Flows to: Selected Crew
  8. Selected Crew
    • Flows to: Command Dispatch
  9. Command Dispatch
    • Flows to: Orders / Formation
  10. Orders / Formation
  11. Proximity / Weapon / Gunshot
    • Flows to: Threat Evaluation
  12. Threat Evaluation
    • Flows to: Escape State
  13. Escape State
    • Flows to: Distance / Break LOS
  14. Distance / Break LOS

SCOPE

Responsibilities

GAMEPLAY SYSTEMS

  • Implemented and iterated on reusable player interaction and character-control mechanics.
  • Developed target detection and object-specific interaction execution for doors and pickups.

TAKEDOWN

  • Developed attacker and victim synchronization for shared takedown execution.
  • Iterated on paired-character state and animation alignment during development.

CREW CONTROL

  • Built persistent crew selection and contextual command dispatch.
  • Implemented follow distance, readiness, and formation-control options.

CIVILIAN AI

  • Developed threat-driven escape behavior reacting to proximity, visible weapons, and gunfire.
  • Implemented escape targeting that seeks distance and attempts to break line of sight.

SYSTEM INTEGRATION

  • Continued progressing prototype-tested mechanics within the newer project build.
  • Supported planning, iteration, demo delivery, task assignment, and team coordination.

DEVELOPMENT NOTES

Development Process

  1. 01

    MECHANICS PROTOTYPING

    Core gameplay systems were first developed in a mechanics-focused Unity project using placeholder geometry and temporary characters where necessary.

  2. 02

    SYSTEM VALIDATION

    Interaction, takedown, crew-control, and civilian-behavior mechanics were iterated independently from final visual presentation.

  3. 03

    CURRENT BUILD

    Development later moved into a newer project context where validated mechanics and content are being brought into a more developed environment and character presentation.

  4. 04

    ITERATION

    As development continues, prototype media and temporary visual placeholders can be replaced with footage from newer builds without changing the case-study structure.