KELTON EVANS
UNITY / C# • VR & GAME DEVELOPER


Overview
Created during the two-day UnityNYC Summer Jam 2026, Package Wars is a 2v2 multiplayer delivery game built around the theme “You Had One Job.” Rival logistics companies trade traditional couriers for vehicles equipped with package cannons, with each team splitting into driver and shooter roles. Players must coordinate in real time to navigate chaotic streets, clear hazards, and launch packages to their destinations—turning a simple delivery job into a frantic test of teamwork and precision.
Event: UnityNYC Summer Jam 2026
Platforms: Windows/Linux/Android
Status: Released
Format: 2v2
Role: Network and Gameplay Programmer
Duration: 2 Days
Gameplay Trailer
Tools & Technologies







How it Plays

Driver
Navigate the streets and coordinate with your teammate.


Shooter
Launch deliveries and clear hazards.

My Contributions:
I implemented the multiplayer networking for Package Wars, connecting players and synchronizing the information needed for coordinated driver-and-shooter gameplay.
Score Sync
Synchronized team scores across connected players so both teams could track match progress.

Shared Visualization
Synchronized gameplay visuals so drivers and shooters could see each other's actions and coordinate in real time.

Team Selection
Built team-selection functionality so players could choose their team before playing.

Multiplayer Intergration: Challenges & Solutions

The Problem
Team scores were not synchronizing consistently, and lobby creation and player loading were not coordinating correctly across clients. These issues threatened multiplayer development within the game jam’s two-day timeline.

What I Identified
My previous Normcore experience provided a foundation, but some networking calls and implementation patterns I initially used did not match the newer Unity and Normcore setup. I identified this mismatch as a source of unexpected synchronization behavior.

Adapting the Implementation
I researched the current networking API, corrected incompatible calls, and revised the affected networking logic. Where previous methods were no longer applicable, I adapted the implementation to the project’s current tools.

The Result
These changes enabled team scores and lobby creation to synchronize correctly across clients. Resolving the integration issues also established a working foundation for connecting additional gameplay interactions to the multiplayer system.
Project Evolution
Development progressed from a simplified multiplayer prototype to a complete four-player experience. We prioritized core mechanics and networking first, then introduced environment generation and refined the endless-runner gameplay.
Early Prototype — Establishing the Foundation
We used blockout geometry and simplified scenes to test core mechanics and multiplayer behavior early. Reducing visual complexity helped us investigate responsiveness and synchronization issues with fewer competing variables.

Final Build — Bringing the Experience Together
The final build generated varied roadside environments at startup and supported the complete endless-runner gameplay loop. We resolved the multiplayer issues encountered during development, allowing all four players to share a consistent gameplay experience.

Outcome
-
completed a two-day team jam submission
-
won third place at the jam
-
playable builds on itch.io
Reflection
Prior experience provided a foundation, but the project reinforced the importance of validating familar approaches against the tools in use.
Team & Credits (on ich.io)
. vandodevsxr . Saul_VR . phzx369 . AggyLovesGames . Kevanscode
