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FIRST PERSON

PC

MULTIPLAYER - ARCHI - GAMEPLAY - GAMEFEEL

Unreal Blueprint

1 month

2025

8 ppl ( 2 programers, 3 designers, 2 artists, 1 prod)

Local multiplayer

- What we did : In pair-programming, we set up the local multiplayer system in 2v2.

- How we did it : Multiplayer manager call at the begin play that assigns player controllers to a car or turret, sets up teams with a struct, then stores them in the game instance.

- What I liked : Success as a pair in building a multiplayer system and set up a strong team (2v2) system 

ingame.png

Architecture

- What I did : focus on the global architecture of the project

- How I did it : Produce a class diagram, identify abusive relationships, rework them, and apply the new architecture model.

- What I liked : The class diagram was very efficient because it highlighted some abrupt connections between scripts.

Gameplay

  • Youtube

- What I did : 3C : Camera (2 teams of one first-person driver and one first-person shooter), Character (driver rushes enemy team and collects items, turret is located at the top of the vehicle), Controls (turret shoots and rotates 360 deg, car drives and destroys)

- How I did it : Turret is a Child actor of the car

- Why I liked it : Car and shooter behaviours, depending on each one

Gamefeel

- What I did

I have worked continuously on Gamefeel to improve affordance and the player experience by offering increasingly juicy feedback!

Turret feeling : recoil, aim assist, crosshair, radar, VFX integration with Tech Artists (hit, receive hit, explosion, items)

Car feeling : speed (FOV, strafe, acceleration, decceleration), car collisions, roll, radar, VFX (teams, speed, items..)

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- How I did it : Focus on camera (different cameras, screen shake, transition), UI (scale, switch between crosshairs), collisions, overlapping SFX... Managing the car's physics was a big challenge. We had little time to reproduce the juiciness of car gameplay found in Trackmania or GTA. But we learned to think in terms of the player's experience (only what they see and feel) rather than pure physics, which is irrelevant for a first-person game.

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- What I liked : Reproduce gamefeel of the type of games I like and play the most (shooter and driver gamefeel)

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