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COMPLIANCE

Last Updated /

2026

Solo Project /

Original Concept

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Overview

About this project

Compliance is a multiplayer, first-person cosmic horror game that blends procedural exploration, light immersive sim mechanics, and survival driven by teamwork. 

 

Set within the same retro-futuristic universe as my game Proxima, you play as an expendable security contractor deployed to isolated corporate facilities across our solar system. Your crew (up to 4 players) is tasked with surviving 7-night contracts by completing tasks while strictly obeying a unique set of bizarre safety rules for each mission. These randomized rule lists are essential to evade hostile interdimensional anomalies plaguing humanity in the fallout of the Proxima Incident.

The game emphasizes grounded first-person movement and action, networked physics, survival horror mechanics, and immersive world interaction. The goal is to combine the interactive, free-form systems and deep worldbuilding of an immersive sim, the dread and tension of survival horror, and the chaotic teamwork and silliness of co-op "friendslop" horror games. Each contract challenges players to adapt to localized threats across each procedurally generated location.

Summary

Responsible for

All aspects, including:

 

― Gameplay Design & Systems

― Character Models & Design

― Rigging & Animation

― Environment Art & Design

― Prop Art & Design

― UI Art, Design & Functionality
― VFX Design & Implementation

― SFX & Music

Breakdown

A deeper look at the work put in to Compliance

Compliance is a very early work in progress and a shorter-term, smaller-scale project developed alongside Proxima. This page serves as a live showcase of ongoing development.

Gameplay Systems & Scripting

Highlights from gameplay development so far.

1. PROCEDURAL GENERATION

Compliance features a custom, data-driven procedural generation system in Unreal Engine 5 that constructs bounds-aware interior layouts within pre-built exteriors for each 7-night contract. The engine balances RNG with strict limiters to ensure maps are structurally coherent, navigable, and guaranteed to include essential mission objectives.

  • Anchor-Based Expansion & Room Limiters: Expanding from location entrances, the generator pulls from a weighted room pool while using a dictionary map and priority queue to mathematically guarantee critical task rooms spawn first without exceeding maximum limits.
     

  • Collision Prevention & Room Caps: A 6-strike retry loop dynamically tests doorway branches to pack rooms densely and naturally without overlapping geometry. Custom data structs track open doorways, sealing any unexpanded exits with solid wall caps for a seamless finish.
     

  • Post-Generation Pruning: A recursive server-side algorithm sweeps the layout to delete empty dead-end hallways and clean up orphaned door caps before distributing items and tasks, ensuring every path feels intentional.
     

  • Seamless Loading: A replicated network handshake locks clients in an in-world CRT boot sequence until the server completes generation, pruning, and item distribution; masking load times without breaking immersion.

Art & Assets

Highlights from visual development so far.

1. PLAYER CHARACTER (MODEL)

The model used for players was created from scratch by me, including high poly sculpt, low poly model, baking and texture authoring, and rigging. Work focused on good quality from both third and first person view, optimized for performant gameplay and clean animation.

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Gallery

Hi-res in-game screenshots.

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© 2026 Caleb Moore

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