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I’m creating Hollow Facility, a 1-6 player co-op horror game in which a self-aware AI—The Warden—observes everything the group does and adapts in real time. The priority is unmistakable, sustained horror: players should feel that every choice is being judged by a living presence that learns, anticipates, and punishes predictable behaviour. Here’s what I need from you: • A concise Game Design Document that explains core loops, progression, and how the AI gathers data and mutates encounters on the fly. • A playable prototype (Unity or Unreal—whichever you’re fastest with) showing one small section of the facility where The Warden can: – track basic player actions (noise level, item use, time spent hiding) – adjust lighting, door locks, and enemy spawns in response – deliver context-aware voice or text taunts that grow more personal over time. • Network code that supports 1-6 players with minimal setup, allowing me to host quick play-tests. • Clear internal documentation of every system so additional designers can plug in puzzle, survival, or exploration modules later if we expand beyond pure horror. Acceptance criteria 1. Prototype launches for both host and clients, connects within 60 seconds, and keeps all players in sync for at least a 15-minute session. 2. The AI successfully logs at least three distinct player behaviours and alters two environmental variables based on those logs. 3. All code and assets are handed over in an organised repo with build instructions. If you thrive on emergent gameplay, procedural AI, and love scaring people senseless, let’s talk—The Warden is waiting.
Project ID: 40430557
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69 freelancers are bidding on average $1,554 USD for this job

Not all AI is created equal, but with my team at ZAWN Tech, we've spent years honing our skills in creating smart, adaptive systems that can provide the challenging and immersive experience your game demands. As a developer who had first-hand experience creating multiplayer games with Unity 3D, I understand the importance of fluid, compelling gameplay mechanics that keep players engaged for the long haul. I'll ensure your game delivers not just extraordinary frights but also an unforgettable cooperative experience. In terms of specific expertise, my team and I have solid command over Unity 3D - one of the primary frameworks in your project requirement. Beyond this, our knowledge of game design can contribute significantly to developing and implementing core loops and progressions into the game. In fact, our broad scope of programming expertise spanning from Blockchain to AI and Mobile App Development allows us to have a unique understanding of procedural AI logic, which would be highly valuable in ensuring that The Warden's behavior and adaptability aligns smoothly with your vision. Furthermore, you laid great emphasis on internal documentation for future enhancements or additions. Rest assured, my team is well-versed in providing comprehensive documentation, enabling smooth handoff and clear comprehension of all the implemented systems-- collaborative design at its finest.
$1,500 USD in 20 days
9.0
9.0

Hi silasj7, Last week I shipped a similar adaptive‑horror prototype with a director AI and 1–6 player netcode, so I’m confident I can handle this really well. i would like to know the below. 1) Which engine do you prefer: Unity (Netcode for GameObjects) or Unreal 5 (built‑in replication/EOS)? 2) For taunts, do you want real‑time TTS or pre‑recorded VO with text fallback? I think we should. - Build The Warden as a Utility‑AI over an event bus with per‑player memory, so it adapts without feeling random. - Make systems data‑driven (ScriptableObjects/DataAssets) and seedable, so designers extend content and we can reproduce tests. Lets follow a plan like this. - I confirm scope, acceptance tests, engine, and networking. - I write a concise GDD: core loop, progression, telemetry, and Warden rules. - I block out one facility wing for the prototype. - I implement logs for noise, item use, and time hiding. - I build the Warden to drive lights, door locks, spawns, and escalating, context‑aware taunts. - I add 1–6 player lobby, host/client flow, and sync within 60s. - I run 15‑minute sessions, fix desyncs, edge cases, and performance. - I optimize pooling/replication and stabilize framerate. - I document every system and set up the repo with build instrucitons. - I hand over, run a live playtest, and provide post‑launch tuning support.
$1,500 USD in 9 days
8.8
8.8

With over a decade of experience in adaptive game design and high-scale systems, I understand your goal of creating a truly immersive horror experience with Hollow Facility. My background in developing for over 1 million users and high-security systems uniquely positions me to tackle the challenges of implementing a self-aware AI like The Warden that adapts to player choices in real-time. To ensure the success of Hollow Facility, a key strategic insight would be to focus on creating a dynamic AI system that not only observes player actions but also learns and adapts based on their behaviors. Leveraging my experience in crafting complex game experiences, such as the successful scaling of Telegram Mini Apps, I am confident in my ability to deliver a playable prototype that showcases The Warden's ability to mutate encounters and deliver a truly immersive horror experience. I am eager to discuss how we can bring your vision for Hollow Facility to life. Please feel free to reach out to me to further explore the roadmap for this project and how we can work together to create a thrilling and unforgettable horror gaming experience.
$1,200 USD in 20 days
8.3
8.3

Hey there, Hollow Facility genuinely sounds like a strong horror concept, especially the idea of The Warden evolving based on player behaviour instead of relying on scripted scares. The psychological aspect of players feeling “observed” at all times is exactly what can make co-op horror memorable. I’m currently working on similar multiplayer and AI-driven gameplay systems, including adaptive mechanics, real-time player tracking, and networked gameplay prototypes in Unreal Engine and Unity. What stands out to me in your brief is the behavioural AI layer - tracking patterns like hiding, noise, and item dependency, then dynamically manipulating lighting, enemy pressure, and traversal flow to punish repetition. That’s the kind of emergent system design I enjoy building. I’d be happy to discuss whether Unreal or Unity makes more sense for your target pacing, networking needs, and AI systems, along with a realistic prototype milestone plan. Thanks, Kajal
$1,500 USD in 7 days
7.2
7.2

As an upteenth skilled game designer and adept at prototyping with Unity 3D, I enthusiastically propose that we collaborate to bring the nightmarish world of Hollow Facility to life. Evident throughout my tenure is my focus on emergent gameplay – a perfect alignment with the adaptive horror experience you're aiming for. I've also worked with procedural AI extensively which will come as a massive advantage while piecing together The Warden's complex intelligence. Moreover, my skillset isn’t limited to script-writing; I can also develop state-of-the-art UIs. My graphic design expertise will ensure that encounters and effects engage players and places your game above all competitors. In fact, the comprehensive documentation which I'll provide will make it easy for other designers to add future modules easily anticipating a possible expansion of beyond pure horror. So if you're looking for impeccable execution paired with thrilling experiences, let's team up! The Warden is eager to spook!
$788 USD in 1 day
7.1
7.1

Hello, I have carefully reviewed your requirements and understand you need a multiplayer co-op horror prototype centered around an adaptive AI system that dynamically learns player behavior and manipulates gameplay in real time. About Multiplayer Horror Game Experience With 9+ years of experience in multiplayer and AI-driven game development, I specialize in emergent gameplay systems, procedural behavior logic, networking architecture, and immersive horror experiences in Unity and Unreal Engine. I will develop a scalable prototype where The Warden tracks player actions, adapts encounters dynamically, controls environmental systems, and delivers context-aware psychological pressure while maintaining synchronized multiplayer gameplay for 1–6 players. My top priorities: • Quality optimized work • 100% client satisfaction • Fast delivery • Suitable pricing • Unlimited revisions • Complete NDA & IP protection Delivery You will receive a playable multiplayer prototype, adaptive AI behavior systems, complete networking setup, organized source repository, and detailed technical documentation for future expansion and modular gameplay systems. I can share relevant multiplayer horror and AI-driven game projects upon discussion. Come inbox & let’s get started. Best regards, Sohaib Pasn Games
$750 USD in 25 days
6.8
6.8

We can build a multiplayer horror prototype for Hollow Facility with adaptive AI behavior, environmental manipulation, and synchronized co-op gameplay in Unity or Unreal. The Warden will track player patterns (noise, hiding, item use), dynamically alter lighting/doors/enemy spawns, and deliver context-aware taunts that evolve over time. With 10+ years in multiplayer game development, AI systems, procedural gameplay, and horror mechanics, we focus on scalable architecture, low-latency networking, and emergent tension systems. We can deliver the GDD, playable prototype, multiplayer sync, AI behavior framework, and fully documented repository for future expansion. We are ready to start immediately. You can open chat whenever you are available. Best Regards, Gensols
$1,125 USD in 7 days
6.4
6.4

Hi, Hollow Facility is a compelling concept, and I would love to help build a prototype where The Warden feels like a truly intelligent and terrifying presence that learns from players and adapts in real time. I recommend Unity for this prototype because it allows rapid development of multiplayer systems, AI behavior tracking, and modular architecture. I can create a concise Game Design Document, a playable 1 to 6 player co-op prototype, and a scalable codebase that tracks player actions such as noise, item use, and hiding patterns, then dynamically changes lighting, locks doors, alters enemy spawns, and delivers increasingly personalized taunts. The prototype will include host and client networking, synchronized gameplay for 15-minute sessions, and clear internal documentation so future designers can expand the project with puzzles, survival systems, and additional environments. My focus will be on emergent gameplay and psychological horror, ensuring The Warden feels observant, adaptive, and unsettling rather than scripted. All source code, organized assets, and build instructions will be delivered in a structured repository ready for continued development. Best, Justin
$1,125 USD in 7 days
5.9
5.9

⭐⭐⭐⭐⭐ ✅Hi there, hope you are doing well! I have developed adaptive AI systems for multiplayer games that dynamically adjust to player behaviors, creating immersive experiences with smooth real-time responses. The key to successfully delivering this project lies in ensuring the AI’s real-time adaptive logic is tightly integrated with gameplay mechanics and network synchronization. Approach: ⭕ Develop a concise Game Design Document detailing core loops, AI data gathering, and encounter mutation. ⭕ Build a playable prototype in Unity to track player actions, dynamically adjust environment variables, and deliver personalized taunts. ⭕ Implement robust network code supporting 1-6 players with quick host-client connections and stable sync. ⭕ Provide detailed internal documentation for easy future expansions. ❓ Could you clarify the preferred voice technology or text-to-speech system for taunts? ❓ What’s your target platform for the prototype (PC, consoles)? ❓ Do you have existing assets or prefer me to create placeholder ones? I am confident in delivering a high-quality, scalable solution that captures the chilling essence of The Warden and meets all your acceptance criteria. Looking forward to collaborating on this thrilling project. Best regards, Nam
$1,200 USD in 7 days
5.2
5.2

hi, yes, we can definitely build this for you. i have experience in unity and unreal engine development, especially with multiplayer prototypes, ai driven systems, and gameplay logic design. i can help you build the core prototype where the warden tracks player behavior like noise, hiding, and item usage, then dynamically changes lighting, doors, and encounters in real time. we can also set up the 1 to 6 player networking so hosts and clients sync properly for smooth playtests, and structure the project so it stays modular for future expansion of puzzles and systems. i will also document everything clearly so other developers can extend it easily later. let’s have a quick meeting so we can go through your vision and technical preferences. after that, you can decide comfortably. i will also share relevant game development work during the chat.
$1,125 USD in 7 days
5.0
5.0

Hey , I just finished reading the job description and I see you are looking for someone experienced in Prototyping, Unreal Engine, Unity 3D, Mobile App Development, Game Development, Game Design, 3D Animation and Unity. This is something I can do. Please review my profile to confirm that I have great experience working with these tech stacks. While I have few questions: 1. These are all the requirements? If not, Please share more detailed requirements. 2. Do you currently have anything done for the job or it has to be done from scratch? 3. What is the timeline to get this done? Why Choose Me? 1. I have done more than 250 major projects. 2. I have not received a single bad feedback since the last 5-6 years. 3. You will find 5 star feedback on the last 100+ major projects which shows my clients are happy with my work. Timings: 9am- 9pm Eastern Time (I work as a full time freelancer) I will share with you my recent work in the private chat due to privacy concerns! Please start the chat to discuss it further. Regards, Abdul Haseeb Siddiqui
$750 USD in 1 day
4.4
4.4

I can develop Hollow Facility by first creating a clear Game Design Document outlining the core gameplay loop, progression structure, and how The Warden AI dynamically reacts to player behavior by tracking actions like noise, hiding, and item usage to adapt encounters in real time. I will then build a playable prototype in Unity or Unreal featuring a small facility section with basic multiplayer support, AI-driven environmental changes and context-aware adaptive taunts regards, Shawana
$850 USD in 16 days
3.8
3.8

Hi, Hollow Facility has the right foundation for genuinely emergent horror because the fear is not just coming from enemies — it’s coming from observation, pattern recognition, and psychological adaptation. I can help build: - a concise but production-usable GDD, - a multiplayer horror prototype, - adaptive AI systems, Recommended approach: - Unreal Engine 5 for atmosphere/networking strengths OR Core prototype systems: - 1–6 player co-op networking - behavior telemetry tracking - adaptive encounter manager - dynamic lighting control - intelligent spawn orchestration - context-aware taunt system The Warden can track: - noise generation - hiding frequency - route repetition - item dependency - player separation/cohesion - panic behavior patterns Adaptive responses can include: - door lockdowns - power fluctuations - spawn redirection - fake-safe zones - audio hallucinations Architecture focus: - modular AI director framework - event-driven systems - expandable puzzle/survival hooks - synchronized multiplayer state - scalable encounter scripting Deliverables: - playable prototype - multiplayer test build - organized repo - GDD - technical documentation I focus heavily on: - emergent tension systems, - psychological pacing, - replay variability, - and readable scalable gameplay code. Estimated roadmap: 1. Core networking + environment 2. Telemetry/behavior tracking 3. AI response systems 4. Dynamic horror layer 5. Multiplayer sync testing Best regards
$1,425 USD in 30 days
3.9
3.9

As a dedicated game developer with a focus on leveraging AI technology, I cannot resist the alluring challenge of your adaptive horror AI game. My extensive experience in designing and building intelligent, automated systems aligns seamlessly with your project, where implementing an incredibly dynamic and adaptable AI is key. The Hollow Facility project offers an opportunity to not only create spine-tingling scares but also implement procedural AI and emergent gameplay, making it the perfect convergence for my skills. Moreover, my expertise extends beyond just technical proficiency; I am driven by an infectious passion for creating immersive gaming experiences that push boundaries, instill fear and leave players wanting for more. With this project, I'm excited to not just meet the acceptance criteria you've outlined but exceed them in rigorous error-proof networking code, room for further expansion beyond pure horror with organized documentation at every step of the process. Broaden your horizon by entrusting me with this project; let's transform Hollow Facility into a haunting reality!
$1,125 USD in 7 days
4.1
4.1

Hi there, the concept of The Warden in Hollow Facility is a compelling evolution for co-op horror. Having developed logic for asymmetrical games where antagonists track player patterns, I can build an AI that feels reactive rather than scripted. My experience with state synchronization ensures the Warden’s "obsession" translates into terrifying gameplay for all 6 players, making each encounter feel personal and high-stakes. I will architect The Warden’s logic using a layered Behavior Tree integrated with a complex Sensory System (sight, sound, and proximity) to create a high-fidelity feedback loop. To handle 1-6 player scaling, I’ll implement a "Director" script that monitors collective health and resources, dynamically adjusting pathfinding heuristics to maintain tension. For networking, I’ll use a server-authoritative model to ensure synchronized jumpscares, using efficient RPCs and delta compression to minimize bandwidth. By utilizing a "Heat Map" and "Memory" buffer, the AI can identify player-heavy zones, allowing it to set traps or execute ambushes in real-time based on actual movement patterns. How do you envision the Warden’s "learning"—should it adapt to individual skill or collective progression? I'm curious if you’ve selected a networking framework like Photon Fusion or if we are building this in a custom engine. I’m available to discuss the architecture further or jump on a call to align on the roadmap whenever you're ready.
$1,281 USD in 21 days
3.1
3.1

From the gut-wrenching world of trading to the captivating realm of game design, I'm your guy – Ian. My cross-domain experience in Full-Stack & Trading Automation Development for over 7 years makes me an inventive, adaptive thinker with an ability to create solutions that stay one-step ahead - a characteristic essential for success in your Adaptive Horror AI Game, Hollow Facility. In the game development space, I've also explored Unity and Unreal Engine extensively, aligning skillfully with item tracking, lighting adjustment, and enemy spawns that are vital to your project's functionality. Creating vivid characters with nuanced reactions and dialogue is another aspect where my expertise seamlessly syncs with your vision of building disturbingly real encounters. One standout feature you'd appreciate about me is how well-documented my code is. With intricate systems like yours, the need for clear internal documentation is imperative; this ensures seamless exploration beyond pure horror if required. In true spirit of emergent gameplay and procedural AI, let's synchronize our skills to scare people senseless-the thrill we'll get from it would be unparalleled! Together, let's build something memorable
$750 USD in 7 days
3.3
3.3

Crafting a robust Game Design Document that clearly outlines the AI's data gathering and encounter mutation processes is key to Hollow Facility's success. I’ve previously designed adaptive AI systems for mobile games, focusing on behavioral analysis and dynamic difficulty adjustment, which aligns directly with your Warden’s functionality. I'll structure the GDD around the core loops and progression you've described, detailing how player actions trigger Warden responses. I'm comfortable delivering a functional prototype in Unity within the 7-day timeframe, prioritizing the core Warden behaviors – tracking player actions, adjusting environment, and delivering taunts – alongside the networked playtest functionality.
$1,063 USD in 7 days
3.7
3.7

Hi!I read through your project description thoroughly. Firstly, I appreciate how you elaborated on the details of the project, it really gives a grand idea, to my best understanding. For the full Hollow Facility prototype I'd like to work in Unity (fastest path for me), delivering a section of the facility. The Warden will log at least three various player be haviours (e.g. sprinting, flashlight spam, and sticking together or splitting up) and then alter at least two environmental variables on the fly: lighting, door lock states, enemy spawn types, or patrol patterns. The taunt system will start with cold, generic observations and grow personal as it builds a history per player, all fed from a weighted phrase bank keyed to behaviour clusters. The AI logic stays off the main thread and never spikes frame time, so the horror lands without stutter. Trust me, this is in my main area of expertise. For networking I'll use Photon for real-time communication paired with Firebase for matchmaking and persistent data, so you get a one-click host/join with zero port forwarding and lobby-to-sync well under 60 seconds. I’ll lock the transport layer down hard; all game-critical state is server-authoritative, every player action gets validated on the server before it propagates, and I’ll layer in custom packet verification to catch injection or tampering at the socket level. Encrypted channels with nonce based message authentication make sn iffing and replay attacks impossible, while a lightweight heuristic pass flags unlikely inputs in real time. The result is a session that keeps 6 players in flawless sync for 15+ minutes with zero trust in the client. No godmode, no teleport hacks, nothing that lets a cheater break the horror. Documentation won't be an afterthought. The repo ships with a clean folder structure, build instructions, and plain-English breakdowns of every system (the behaviour logging pipeline, the mutation rules engine, the taunt dispatcher, and the network layer). It's all modular, so a designer can later hang a puzzle, survival, or exploration wing onto the core without touching a single line of code. In-Code and In-Inspector documentation (tooltips, headers, custom attributes etc) will be everywhere waiting for a chance to assist. You'll get a short Game Design Doc that maps the core loop, player progression signals, how the AI builds its internal model, and the rules for mutating encounters, as well as what's needed to extend it later. If you want a developer who treats emergent horror like a holy religion rather than a cheap timer based jump scare, I'm your guy. Happy to show you my teaser and exchange further information, and work together towards a satisfying final product. I will keep you involved as I believe continuous communication to be essential to a successful and memorable partnership. Best regards, Adam J.
$880 USD in 35 days
3.1
3.1

With over a decade of experience in game development, I can confidently say that I know what it takes to create an immersive and gripping horror gaming experience. My expertise in Unity 3D, VR technology, and multiplayer support makes me ideally suited for this project. I understand the need for a robust network code to enable smooth gameplay across multiple platforms, and my skills have been honed through working on projects that require exactly that. Additionally, my proficiency with Unreal Engine will help me deliver a playable prototype in a timely manner and the dark aesthetic vital To make the AI believable and truly scary, its behavior must feel dynamic and adapt to players' actions in real-time. The deep understanding I have of procedural AI systems will definitely come into play here. By carefully logging distinct player behaviors and effectively adjusting environmental variables as a response, I'll ensure that The Warden feels like a real presence watching the players closely. Part of what sets me apart is my commitment to documenting every system thoughtfully, so even if you choose to expand beyond pure horror, the subsequent designers will have no trouble fitting together with minimal errors to bring your vision to life. Lastly and most importantly, I genuinely love scaring people senseless through my creations.
$1,125 USD in 7 days
2.8
2.8

Dear Client, I’m an experienced full-stack developer with over 10 years of experience in web and mobile application development, specializing in building scalable, responsive, and high-performance solutions for diverse business needs. I understand you are looking for a reliable developer to build or improve your project, including web or mobile applications similar to CRM, dashboards, or APIs, and I have worked on similar solutions successfully. My skills in React, Vue, Laravel, PHP, Python, REST APIs, and database design ensure efficient and high-quality delivery. Feel free to share more details or ask questions. I’m ready to refine my approach to match your exact requirements. Looking forward to working with you. Best regards, Md Ruhul Ajom
$750 USD in 7 days
4.8
4.8

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