Developed a custom server-side gameplay module for the Unity-based survival game Rust. Utilizing the Oxide/uMod framework, I engineered a "Bounty Hunter" quest loop that tracks player-versus-environment (PvE) interactions in real-time, rewarding specific behavioral patterns with high-value in-game items. Technical Execution & Key Features Event-Driven Architecture: Implemented performant listeners for global game events (OnEntityDeath) to intercept and validate specific entity kills (Bear NPCs). This eliminates the need for resource-intensive polling loops. State Management: Designed a robust tracking system using C# Dictionaries to manage concurrent quest states (Active, Expired, Completed) for multiple players simultaneously. Garbage Collection & Optimization: Engineered a cleanup routine hooked into the OnServerSave cycle. This automatically purges expired quest data from memory during scheduled server saves to prevent memory leaks and ensure long-term stability. Game API Integration: Leveraged internal game APIs (BaseCombatEntity, ItemManager, BasePlayer) to programmaticly identify targets, validate damage sources, and manipulate player inventories for reward distribution. Error Handling: Implemented graceful failure states that notify users when time limits are exceeded, ensuring a polished user experience without disrupting server operations. Technologies Used: C#, .NET Framework, Oxide/uMod API, Unity Engine (Backend Logic), Entity Component System (ECS) Concepts.