Hauntibles (Unreal 5)
A spirited next gen shooter inspired by the cursed remains of roguelikes,
rpgs, and boomer shooters.
Coop FPS Vertical Slice
Technical Director and Lead Developer of Hauntibles - a spirited next gen shooter inspired by the cursed remains of roguelikes, rpgs, and boomer shooters.
My roles:
Technical Director, Multiplayer Engineer, Build Engineer, Lead Developer, Systems Design
Online / Coop Features
Tech:
EOS (Epic Online Services)
EOS Integration Kit – Betide Studio
Features:
P2P / player hosted game instances
Modularized Replicate-able Upgrades for Players/Enemies/Props
Replicated Characters, Upgrade Stats, Enemies, Loot, Level Events
Epic Login access or Local Device ID access can play together
Networked Dynamic Animations
Tech: Control Rig, AnimBlueprints, Component Replication
Features:
Character and enemy animation driven by a hybrid of baked animation, dynamic blended animations and Dynamic real-time Rig driven by networked variables.
Dynamic Player, Character, and UI
Tech: Character components, GameMode, PlayerState, GameState, BpHUD
Features:
Weapon specific character animations and FX
Replicated unique player color, spans multiple features/systems
Character Specific UI elements (Reticle, profile picture, etc)
Online / Coop Centric UI Elements
(Hauntibles) Pre-Mortem
(pre-finished summary of work)
Technical director and Lead Developer of Hauntibles
PC First Person Shooter Pitch Demo - Unreal 5 - https://store.steampowered.com/app/3591270/Hauntibles/
My roles: Technical Director, Build Engineer, Principal Developer, Game Designer
Dev work: Architect, Blueprints, Systems Design, Jr. Tech-Artist
Stacks -
Multiplayer: EIK EOSIntegrationKit (Betide Studios EOS Integration),
Guns:
Timeline: Began work as a R&D contract with Meta in Sept 2021. Contract wrapped late 2022, IP moved from VR to Flat 2023.
Shows: MIX Indie Game Showcase - GDC 25 - live on-site event at GDC
Highlights:
4 player Co-op gameplay - challenge enemies, share loot, and tackle the massive boss as a four person team - Unreal netcode and custom blueprints to manage enemy and player locomotion, enemy and item spawns, player to enemy and player to player damage, destructible environment components.
Modular level system to add and configure grouped content at runtime throughout multiple spaces. levels trigger enemy encounters, boss fights, secret treasures (and eventually allow 4 players to share their player hubs and customized spaces)