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.
If you believe you can teach me something — whether through mentorship, collaboration, or working together on a project — I would be genuinely excited to join your team, grow under your guidance, and help build great games.
📬 I’m ready to work hard, stay curious, and grow with the right team.
Medias