Quiet Quota

Isometric Stealth Game — 2nd Year Collaboration

Quiet Quota is an isometric stealth game created as part of the Collaborative Games Development module at The University of Staffordshire. Teams were matched by skillset and discipline, drawing students from both the Stoke and London campuses, with the goal of delivering a vertical slice. This project required close cross-campus communication and gave me hands-on experience in a structured collaborative environment.

Team Size

  • 23 People

My Role

  • Programmer

Duration

  • 9 Weeks

Tech Stack

  • Unreal Engine
  • C++ & Blueprint

Primary Contributions

  • AI Systems
  • Game Loop
  • Source Control

Context

  • University Collaborative Module — 2nd Year

Quiet Quota Trailer


Technical Breakdown

Room Prefab Generation

This tool was made to randomise levels and make each playthrough different, while still allowing designers to plan rooms around their environments. Each designer assigns a RoomID corresponding to a space in the level — these IDs persist and have rooms that can be streamed in via data assets. At runtime the level randomly streams a room section from those linked to the ID. Sadly, due to time constraints this was not used in the final build.

Kill Minigame

Built in the final 48 hours before the deadline, this mechanic did not make it into the released game. I made it fully modular with other UI elements, but the UI HUD was checked out in source control at the time, preventing integration. The system was driven by inputs rather than tick (tick was used only for debugging purposes).

Equipment System

I built a rudimentary modular equipment system that allows additional abilities to be added post-development. It supports weapons and consumables by spawning an object at runtime, accessed via the Equipment System manager. The manager handles ability usage and checks against the equipment type class to update UI values — covering counters and cooldown states.

AI Behaviour

I was entrusted with creating the AI detection system using Unreal's AI Perception component. Detection speed scaled with distance and the AI would stop to watch the player. I also programmed chase and search behaviours, though the leads decided not to include these in the final release.


Project Links