All work
Killer Complex title screen. A dim apartment corridor lined with numbered doors and wrapped packages on the floor, with a dark figure standing at the far end.

Game 03 · Unity · AI

Killer Complex

A game byJoshua Moonsamy and Riyaad Isaacs

Synopsis

Late one evening, a stranger messages you through your apartment computer. He says he has kidnapped your wife, and to keep her alive you must find packages hidden around your apartment complex and deliver them before time runs out.

Between jobs, you secretly hack his system through a maze mini-game. Each level you clear brings you closer to exposing him, but failed hacks raise his suspicion. Traps placed around the building can kill you on the spot. The killer is played by a local AI model, so he answers what you type and gets more stressed and aggressive as the game goes on.

Project brief

Killer Complex was our Game Design 3A portfolio of evidence project, built in two stages.

Part 2, an AI-integrated game. Build a new, standalone game with a local large language model running through Ollama. The model had to drive real gameplay, not decoration. Options included adaptive dialogue, procedural story, AI-driven behaviour, and interactive fiction written in real time. The brief advised against Unreal Engine because of integration problems, so we used Unity. We first built a prototype with one working AI feature, then a stable final build.

Part 3, outside feedback and refinement. We showed the Part 2 game to people outside our circle at an in-person game development meetup. We then refined the game based on the feedback we chose to act on, and kept a record of every change.

My role

I built gameplay systems, the menus, and much of the level:

  • The hacking maze mini-game, made harder over time, with an interact prompt for using the computer
  • The traps placed around the building, and the markers that identify them
  • The main menu, pause menu, settings button, and the end-game screens
  • The apartment complex layout: the apartment itself and its kitchen, the first- and second-floor corridors, the reception area, the ceilings, and the flooring
  • Spawn points, refining the title screen, and the room notification

Riyaad Isaacs built the Ollama connection, the killer’s chat, and the delivery system.

Tools

  • Unity 6
  • C#
  • Universal Render Pipeline
  • Unity Input System
  • Ollama
  • Llama 3.2 (3B)
  • Git and GitHub

Process