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Breakroom Bots

In Fall 2025, I was the teamlead and head programmer for Breakroom Bots, an online card game where you need to position your cards on a grid to maximize the damage done to your opponent, the first person whose HP reaches zero first, loses. I handled the art and music direction and help lead the game to have a coherent visual and audio style. I was also in charge of a lot of the networking systems present in the game.

Role Team Lead & Gameplay/Network Programmer
Team Size 14 Developers
Duration 3 Months
Engine/Tools Unity / C#

Lobby System

Using Unity's Relay system, I set up a lobby system in which players can either create their own lobby or join someone else's lobby. You have the option to make a lobby public or private. If public, it will be displayed on other player's lobby screens, but if private players have the option to join via a generated lobby code as well. Players also have the option to change their display name.


Networking Gameplay

Also using Unity's Relay service, I send data from one system to another via Unity's provided server. Trying to keep the data that is transfered simple, I use mainly ints to communicate which cards the other player has dealt/played. I also set up a lobby system where players can


Card Conditions and Effects

Each card in Breakroom Bots has an effect with some having conditions to activate them and others whose effects would happen if the condition wasn't satified. I was responsible for programming a system that allowed for cards to be easily implemented, which included the name, splash art, conditions, and the effects that pair with them.


Main Menu Animations

I wanted the main menu to have menus spread across the breakroom, so I used a combination of the Cinemachine plugin and Unity's UGUI system to have world-space UI and a virtual cameras that blend between one another to frame each of the menus.

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