top of page

Multiplayer First Person Shooter - DeadShot

Main Features

  • Modular loadout system driven using data tables. Improving workflow for loadout modifications.

  • Saving and loading of loadouts. For a more streamline experience (Persistence between games) 

  • Multiplayer support. LAN, direct IP or Steam.

  • Server hosting and server browser using Steam Sessions.

  • Lobby system with lobby settings such as: map selector, server name, player count etc...

  • Real-time chat system to communicate between players.

  • Procedural recoil system using curve tables.

  • Procedural aim-down-sights.

  • IK-based animations for procedural aim-down-sights and different weapon-holding poses.

  • Custom hitboxes for damage calculations using the physics asset.

  • FPS mechanics. Single fire, Full auto, Bullet decals, Death, Respawn, Ammo, reloading etc...

  • Live scoreboard available for all clients representing the state of the game.

Project overview

In my final year at Staffordshire University, I had the freedom to design and build any project I wanted. I am very passionate about first-person shooters and that genre of games, so I decided to create a multiplayer first-person shooter.  I wanted to challenge myself and step out of my comfort zone, while showcasing the full range of skills I gained over the years working with and studying Unreal Engine.
 

I knew it would be a big challenge. It required a lot of research and planning before I could even begin building in Unreal Engine. I studied games that inspired me and created several prototype systems before moving to the final implementation. This process helped me clearly understand what I wanted to achieve, and gave me insight into the systems I will need to achieve to create this prototype.
 

My inspiration came from games I personally enjoy, including:
 

  • Call of Duty

  • Valorant

  • Counter-Strike: Global Offensive
     

I aimed to combine the fast-paced movement of Call of Duty with the precise, skill-based gunplay found in Valorant and Counter-Strike: Global Offensive.
 

The project was developed in Unreal Engine 5 using Blueprints, and supports multiplayer functionality through Steam, LAN, and direct IP connection.
 

From the early prototype stages to the final build, the project took approximately three months to complete.

Development video

Data driven loadout system showcase

Procedural recoil system showcase

© 2026 Piotr Golebiewski. All rights reserved.

bottom of page