unreleased probablymonsters title
We were creating a brand new AAA competitive multiplayer game in Unreal Engine 5. I started on the team during the prototype phase as the tenth member of the team. My role started as a generalist, where I helped out with whatever the team needed, not limited to but including:
– implementing split-screen
– handling server deployment scripts
– evaluating third-party networking solutions
Eventually, I transitioned into a more pure Gameplay role as the team grew to over sixty developers. I was in charge of many core player combat systems such as:
– our proprietary Ability System (similar, but different than Unreal’s built-in GAS)
– Hitbox System
– Movement Systems
All of this was developed within the context of our proprietary rollback networking model.
I also made significant improvements to our Gameplay Data Loading system.
While the game never saw the light of day, I’m extremely proud of the work I did here.