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GAME PREVIEW
Duration: June 2025 - Present
A MULTIPLAYER TIME TRAVELING BATTLE ROYALE WITH ADVANCED MOVEMENT
Under development in Unreal Engine 5 with Blueprint & C++, Overtime features extremely advanced movement & support for 50+ players at once. The base game was built on the "Advanced FPS Template", an asset pack fully created & published by me on the Fab Marketplace under Modern Monkey Studios.
WHAT I DID:
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Developed high quality wall running & mini jetpack movement
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Created omnidirectional movement for both sprinting & sliding
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Programmed reusable functions
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Debugged all gameplay and UI issues
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Fully replicated the entire game
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Made AI behavior trees and tasks
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Created & designed battle royale mechanics like loot spawns, parachutes, & more
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Designed unique gunplay with custom attachments and camos
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Helped make level design decisions and balanced with gameplay I scripted
PLAYER MOVEMENT

SLIDE / SLIDE CANCELING
Players can slide in any direction for quick repositioning or cancel it mid-action to fake out opponents. This adds fluidity to combat & creates high-skill opportunities in firefights
WALL RUNNING
I made wall running to expand traversal options & verticality, allowing players to chain momentum across the map and making environments feel more dynamic & engaging


WALL BOUNCING
Wall bouncing lets players quickly redirect off surfaces for evasive maneuvers, rewarding mastery & creating advanced movement options
ACTIVE MINI JETPACK
Used in the two GIF's above, the mini jetpack was Inspired by BO3, giving short bursts of lift for climbing or quick escapes, adding even more fluid mobility to other movements while forcing smart fuel use. While being used, the amount of fuel is shown as a red bar
EVERYTHING IS OMNIMOVEMENT
I designed a COD inspired omni-movement system that lets players use all movement features in any direction, keeping gameplay fast, responsive, & rewards skilled movement

WEAPON PLAY
MOVEMENT BASED FPS
Guns are tuned around the advanced movement, making accuracy depend on positioning & momentum. This rewards players who can master mobility in firefights


ADS, POINT TO SHOOT, & LEANING
Players can aim down sights in multiple ways for precision or lean around corners for tactical engagements. These mechanics add depth & encourage smarter positioning
ADVANCED RECOIL
Each weapon has its own recoil pattern, forcing players to learn and control their shots. This makes combat more skill-based & satisfying


7+ UNIQUE WEAPONS
With pistols, SMGs, rifles, snipers, shotguns, RPGs, & grenades, each class offers distinct roles & strategies, keeping gameplay varied
ATTATCHMENTS & CUSTOMIZATION
Weapons can be upgraded with attachments & camo skins, letting players refine performance while personalizing their loadouts. This adds both strategy & expression

BATTLE ROYALE MECHANICS
SHRINKING CIRCLE
A shrinking safe zone forces players closer together, increasing tension and pacing each round toward a decisive finish. I took it to the next level with a giant shrinking fire


TIME TRAVELING GAMEPLAY
At random intervals of lightning, futuristic mechanics are disabled or enhanced while the world shifts into a black & white. This twist keeps matches unpredictable & challenges adaptation
DROPPING FROM ABOVE
Players begin by dropping from a plane and parachuting into the map, giving them freedom to choose their landing spot & strategy


RANDOM LOOT SPAWNS
Weapons and gear spawn randomly across the map in crates, ensuring no two matches play the same and rewarding exploration. The system is setup for easy use for level designers
LAST MAN STANDING
The game ends when only one player or team survives, staying true to the core battle royale formula

UI DESIGN
MAIN MENU
This polished main menu I made is inspired by COD Cold War, & sets the tone of the game while giving players quick access to all core modes


PLAYER MOVEMENT UI
Movement-based UI shows sprint, jetpack, crouching, wall running, walking, crouch walking, & idle so players always can ensure what movement they're doing in the moment
LOBBY SYSTEM
The lobby organizes players before matches, handling team selection & ready-up, making multiplayer flow smoothly


SERVER BROWSER
My server browser designed lets players create & join games easily, giving them choice & flexibility in how they play
WEAPON UI
Weapon HUD elements display ammo, attachments, & status, keeping combat feedback clear and immediate


ADVANCED SETTINGS
Players can adjust graphics, audio, & controls for performance & accessibility, ensuring the game fits different playstyles & hardware
REPLICATION PREVIEW
FIRING WEAPONS
This polished main menu I made is inspired by COD Cold War, & sets the tone of the game while giving players quick access to all core modes


INTERACTION
Movement-based UI shows sprint, jetpack, crouching, wall running, walking, crouch walking, & idle so players always can ensure what movement they're doing in the moment
MOVEMENT
The lobby organizes players before matches, handling team selection & ready-up, making multiplayer flow smoothly

KEY TAKEAWAYS
WHAT WENT WELL?
Building Overtime's mechanics solo let me design & program every system outside of level design & audio. Movement mechanics like wall running, sliding, & jetpacks blended smoothly with gunplay, & honestly, I believe it can be argued to be competitive to some AAA shooter movement, especially in the battle royale scene. Integrating my own asset pack also sped up development & proved its versatility.
WHAT WENT WRONG?
Balancing movement with gunplay was a challenge, as advanced mobility sometimes overshadowed combat pacing. Random mechanics like time-travel added variety but also introduced bugs & some cases that required extra testing. Scope was ambitious, meaning polish on some features came later, especially due to replicating everything correctly.
WHAT I LEARNED
I learned how to build a large-scale battle royale system solo while managing scope & integration. Combining my asset pack with a full game taught me the value of reusable systems & the importance of modular design. Most importantly, I saw how innovative twists can set a BR apart while still grounding it in proven core systems.
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