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)