Marco Tieghi

Time Heists

— PROJECT NAME

Time Heists


— ROLE

Lead Programmer

and Game Designer


— DATE

March 2018 – current


— SOFTWARE USED

Unity, C#, Blender


— PLATFORM

iOS/iPadOS/macOS



Time Heists is a team-based multiplayer game where two teams fight each other to gain control of a point, or to steal the enemy team's flag, or to take an objective.

The main theme in Time Heists is that each map has a different scenery, set in different time and different location around the globe. This allows players to experience a variety of game modes, from controlling points, to capturing points, to stealing the opponent team's flag. Every map, and consequently every different time, has its specific heroes which the player can select from: if the map is set in the Far West, the player can select from a range of heroes which use XIXth century weapons and costumes, whose combat style and special abilities are themed for that historical time… with a bit of technology and fantasy added. This way, every map has its unique game style and players can experiments many different strategies.

Some key features are:

- wide variety of maps, set in different world locations and different times;

  • - wide list of specific heroes, which have their own unique abilities;
  • - team-based multiplayer experience and strategies;
  • - low-poly graphic style.


Since I am the sole developer behind this project, I am responsible of each aspect of the game, from development to design. The game uses some paid third-party assets from the Unity Asset Store, specifically those concerning models for characters and environment. Models are also changed according to specific needs using Blender.

The game uses only C# scripting, so every feature, ability, manager… is implemented using code and the structures proper to the engine, such as Scriptable Objects.

Some relevant areas I'm working on include:

- level design, setting different levels in different periods;

- hero design, giving each player character their unique abilities and combat style according to their historical time;

- animations, both for characters (using the great help given by platforms such as Mixamo) and environment props;

- visual and sounds effects;

- shaders and materials;

- lighting, to give each map the right mood;

- UI design, for the clearest UI possible;

- optimization for mobile platforms (tested on iPhone, iPad and Mac)