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GAME PREVIEW 

Duration: February 2023 - March 2023

A LOCAL & ONLINE MULTIPLAYER FPS/TPS PVP GAME!

Developed in Unreal Engine 5 using Blueprint & C++, FPS Warfare is an online & local multiplayer FPS made in a 4-week game jam. I handled all design, programming, & implementation. Below are clips showcasing things I developed. 

WEAPON LOGIC

WEAPON PICKUP & DROP

Players can find weapons across the map, picking them up, dropping them, and even trading with others to expand variety.

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WEAPON FIRING & RELOAD

There are four weapons: AK-47, M4A1, 1911 pistol, & a RPG, each with unique abilities. Starting with a smaller arsenal let me focus on polish and balance before expanding.

HEAD, BODY, & LIMB SHOTS

Head, body, & limb shots deal different damage percentages, rewarding accuracy. I built this through physics bodies to make combat feel precise & skill-based.

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WEAPON SWITCHING & INVENTORY

Players have an inventory with one heavy slot & one small slot, allowing only a primary weapon like an AK or RPG and a secondary like a pistol. This keeps loadouts balanced & forces strategic choices.

REPLICATION PREVIEW

FULL REPLICATION

Weapon VFX, SFX, equipping, & dropping are all fully replicated in Warfront, ensuring consistency between server & client. This makes the replication seamless online & locally.

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WEAPON SLOTS

Weapons visibly attach to the player based on type, with primaries on the back & secondaries on the hip. This adds realism & helps players quickly read each other’s loadouts.

LEVEL DESIGN

USE ARROWS ON THE LEFT AND RIGHT TO MOVE THROUGH IMAGES

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Working with another student, I imported a height map to build a three-lane map that encourages combat. Players can take cover in trenches or risk crossing the “No Man’s Land” for faster movement but higher visibility, supporting different playstyles.

UI DESIGN

ADVANCED MAIN MENU

I built unique 3D main menus with custom camera transitions & UI animations. The settings menu is fully functional, letting players adjust performance & graphics.

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TEAM SELECTION

On entry, players choose a team or play free-for-all. The system supports unlimited teams, giving flexibility for different match styles & allows friends to team up together.

PLAYER MOVEMENT

CROUCH / PRONE

Players can crouch and prone with full replication. This eventually led to me creating my advanced omnimovement system in my future projects.

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BASIC JUMPING AND CLIMBING

Players can climb certain map areas by jumping, like the “No Man’s Land” on the snowy trench map, creating risky but fun options.

KEY TAKEAWAYS

WHAT WENT WELL?

The core systems came together quickly for the game jam. Weapon logic was reliable, with pickup, reload, and hit detection felt pretty polished. Replication worked smoothly after some long hours, making multiplayer extremely fun. T level design encouraged multiple playstyles, slow and rushers, which is something we really aimed for.

WHAT WENT WRONG?

Replication needed constant testing to avoid desync issues. Looking back, the movement was extremely basic compared to my later projects, & the singular map would get old quick. Time pressure also meant some features I had in mind, like more advanced movement & more maps, weren't fully realized.

WHAT I LEARNED

I learned how to scope a full FPS/TPS multiplayer project for a game jam, focusing on polish over quantity. I gained valuable experience with replication, team systems, & weapon logic. Most importantly, I saw how even a small arsenal & a single map can feel engaging if the core systems are fun and reliable.

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