Project QuantumLoop is a tactical multiplayer FPS inspired by Valorant and CS:GO, featuring modes like Plant the Bomb, **Team Deathmatch, **Zone Control, and **Free-for-All. The game was initially developed in **Unreal Engine 4.26.2 (source build) and later migrated to Unreal Engine 5.3.2 (source build) to take advantage of modern features and performance improvements.
I served as the lead programmer, building 100% of the gameplay functionality using **Blueprints, and extending the engine with **custom C++ plugins and a Node.js backend for matchmaking and authentication. I worked closely with a 3D Artist (for character/environment assets) and a Concept Artist (for UI, thematic direction, and visual style).
🛑 Project Status: The project was paused by Tandemloop Technologies due to internal priorities. I retain parts of the development code and plan to independently evolve it.
Plant the Bomb (Inspired by Valorant/CS:GO) Round-based gameplay with attackers and defenders. One team plants the bomb while the other defends.
Team Deathmatch Two teams race to a target score through kills.
Conquer the Zone Teams fight to control a contested area for time-based scoring.
Free-for-All Deathmatch Every player for themselves. Score by kills only.
Created a Base Game Mode Class containing shared logic:
Each game mode inherits from the base class and overrides logic:
This inheritance-based structure enables:
Designed a Base Weapon Class that handles core logic:
Extended through child weapon classes to implement:
Implemented a recoil pattern system using Unreal Curve Assets
Tracked state-based shooting error using variables like:
Used this to dynamically adjust spread cone, hit scan deviation, and even sound cues
Weapon data contained:
Created a custom Unreal Subsystem (UGameInstanceSubsystem) to manage EOS Party, Lobby, and Presence systems.
The subsystem accessed Redpoint’s C++ EOS interfaces directly.
Wrote custom C++ implementations for:
Subsystems exposed Blueprint-friendly UFUNCTION
s for use in menus, UI, and matchmaking flows.
Implemented real-time matchmaking using AWS GameLift and FlexMatch rules.
Created a custom Node.js datagram server to:
Parsed and relayed server session details to the client upon match success.
Stored match metadata (region, latency, result) and player MMR in MongoDB for future matchmaking use.
⚠ Note: Matchmaking was functional but not deeply load-tested due to focus on gameplay systems at this stage.
Reduced network usage by moving all non-gameplay critical assets to client-side logic:
Only replicated core gameplay events and states (e.g., health, location, weapon state, score).
Applied vector quantization to replicated positions/rotations:
This ensured smoother performance and reduced packet size, especially in fast-paced modes like Team Deathmatch and Free-for-All.
As the core prototype is now functional, I'm planning several system-level and gameplay upgrades to bring the project closer to production-quality standards:
GAS (Gameplay Ability System): Replace current modular Blueprint logic with a scalable attribute/ability-based system for cleaner buffs, cooldowns, abilities, and status effects.
Replication Graph: Implement Unreal’s Replication Graph to handle scalable actor replication — especially important for larger player counts or open-level maps.
Custom Movement Component: Extend UE’s CharacterMovementComponent to include advanced movement states like rope climbing, wall vaulting, and ledge grabbing.
Lag Compensation System: Add rewind-based lag compensation for hit registration in high-ping environments using server-side hit validation and frame history caching.
Shooting Mechanics:
Movement Abilities:
Performance Optimization:
As part of development, we conducted structured playtests and quality assurance cycles with both internal and external participants:
Invited a small group of Christ University students passionate about tactical shooters to test multiplayer sessions.
Their feedback helped identify:
These playtest cycles helped validate core systems, exposed edge cases under live network conditions, and provided the team with actionable improvements.
Game development is something I care deeply about, and I’m committed to continuously improving by working alongside experienced developers and industry experts. I'm looking for opportunities where I can contribute meaningfully, while also **learning from those with more experience in areas like gameplay systems, networking, or production workflows.
I’m always eager to learn and grow. If you believe you can teach me something, whether through mentorship, collaboration, or by working together on a project, I’d be genuinely excited to join your team, learn under your guidance, and contribute to building great games.
📬 I’m ready to work hard, stay curious, and grow with the right team.
If you'd like to dive deeper into the the Level Design, UX/UI journey of Project Quantumloop, you can explore the following case studies:
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