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GAME PREVIEW
Duration: February 2023 - Present
Please note that not all updated features were able to be shown in this clip, this will not be the case within the next few months.
A LOCAL & ONLINE MULTIPLAYER SCI-FI FPS GAME!
An almost finished development in Unreal Engine 5.3 with Blueprint & C++ scripting, Warfront, an online & local multiplayer FPS, is scheduled to release on Steam & Xbox Series X/S in December 2025. I undertook all aspects of design, programming, and implementation, excluding music composition and 3D modeling. Below, you'll find clips highlighting the mechanics I solo designed and programmed.
WEAPON LOGIC
WEAPON PICKUP & DROP
Players can find weapons scattered across the map once spawned in, & have the ability to pick up and drop them. This also allows trading weapons!
WEAPON FIRING & RELOAD
As of right now, there are 4 weapons. The AK-47, M4A1, 1911 Pistol, and a Rocket Launcher. All function and have unique reload animations.
HEAD, BODY, & LIMB SHOTS
Head, body, and limb shots all have different damage percentages, enhancing the importance of accurate aim. This was accurately done using physic bodies.
WEAPON SWITCHING & INVENTORY
Players have an inventory capable of holding two types of weapons: Heavy & small. This means only one primary weapon ex: AK, RPG, & one secondary ex: Pistol, can be available.
MULTIPLAYER PREVIEW
FULL REPLICATION
All necessary factors are replicated in Warfront. Weapon VFX, SFX from the location of something happening, dropping/equipping weapons, & more are all accurately replicated to both the server and client for a local & online capable experience.
WEAPON SLOTS
Depending on what weapon is equipped or in your inventory showcases where it sits on your body. Ex: Unequipped Primaries rest on players back, while unequipped secondaries holster on the players hip.
UI DESIGN
ADVANCED MAIN MENU
Unique 3D main menu's depending on selected game mode with different camera transitions & UI animations. The settings work, allowing the user to alter performance & graphics. Multiplayer's menu is shown here:
TEAM SELECTION
Upon entering, players choose what team to join. In the base game there are only 2, but there can be an unlimited number of teams created through the system I designed. There is also free-for-all capability I programmed.
PLAYER MOVEMENT
CROUCH / PRONE
Players can crouch and prone, all fully replicated. I am currently working on my own omni movement system, similar to Call of Duty Black Ops 6's allowing diving, sliding, and firing in the midst of them.
BASIC JUMPING AND CLIMBING
Players jumping can climb certain areas of maps. There is a "no mans land" area on the snowy trench map, which is always extremely fun to reach.
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