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, Hitbox System, and Movement Systems. All of this was developed within the context of our proprietary rollback networking model.
While the game never saw the light of day, I’m extremely proud of the work I did here.