Infinite Playgrounds
A social multiplayer playground concept exploring proximity interaction, mini-game triggers, and replication-first design.
Lead Designer & Developer
Prototype / Discontinued
Unreal Engine 5 • C++
Overview
Infinite Playgrounds was a multiplayer prototype built to explore how social interaction can be the core gameplay loop.
The goal was to create a “living” space where players naturally trigger activities through proximity and shared context.
The project was discontinued before release, but it directly strengthened my multiplayer architecture thinking,
replication decisions, and scope discipline.
Tech Stack
Unreal Engine 5
C++
Multiplayer Replication
Gameplay Framework
Real-Time Systems
Key Features
- Proximity-based interaction model (players affect gameplay by being near each other)
- Mini-game trigger concept based on zones, events, or player clustering
- Replication-first gameplay planning (designing systems around network constraints early)
- Expandable “hub → activity” structure for modular mini-game additions
My Contribution
- Designed the overall concept: social hub + dynamic activities driven by player behavior
- Planned multiplayer structure with replication constraints in mind (what must replicate vs. remain client-side)
- Outlined interaction and trigger logic for proximity events and shared world activities
- Defined scalability considerations (bandwidth, state ownership, and minimizing replicated spam)
Results
- Status: Prototype discontinued before release (no public build or demo)
- Key learning: How replication constraints shape gameplay decisions and system architecture
- Key learning: How to decompose gameplay into modular systems that can expand without rewrites
- Key learning: When to kill a project based on cost-to-value, and how to carry the lessons forward
- Next step: Apply the same multiplayer planning discipline to active projects with better scope control