Omid Ameri / PortfolioGTE — Get To Evac
A Unity co-op zombie survival prototype for two to eight players. Prepare in the safe zone, survive three hidden horde phases and reach helicopter extraction. An early arrival means defending the landing area; surviving teammates can finish the run.

Build the shared run
The collaborative project uses C# and Netcode for GameObjects for a client–host setup. Player control, health, supplies and power-ups support a shared route through the city; development testing primarily used a host and one client.
Health and temporary weapon power-ups support survival while ammunition and pickups keep players supplied. The run combines these survival mechanics with client–host multiplayer.
Structure the pressure
The safe-room exit trigger starts the encounter. Zombie spawning and enemy state-machine logic build three hidden horde phases. The third phase leads into the helicopter arrival timer, linking combat pressure to evacuation.
Enemy spawning and state transitions structure the encounter. The authored horde phases create pressure on the route, while the helicopter arrival system adds a second problem: reaching safety and surviving long enough to use it.
Resolve extraction
The extraction manager coordinates helicopter arrival and escape. Reaching the landing area does not summon the helicopter; timing changes what players find there. A surviving teammate can continue after another player dies.
The extraction implementation manages distinct arrival and completion states, with the server coordinating the shared countdown and helicopter visibility. A player reaching the zone and the group finishing extraction are treated as separate events.
A collaborative university prototype. The concept film follows two survivors and uses enhanced AI visuals. It is not recorded gameplay or a modified Unity build.
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