Break The Chain
A multiplayer game where I served as gameplay programmer, handling core mechanics and network replication optimization.
Overview
As the gameplay programmer, I implemented core mechanics and handled multiplayer functionality, with a focus on network replication and performance. The project was built entirely in Blueprint, requiring careful system design to keep multiplayer gameplay responsive and stable.
Technical Challenges
P2P Multiplayer
Designed and managed peer-to-peer authority, connections, and latency considerations.
Replication Optimization
Reduced bandwidth usage through relevancy checks, lower update rates for non-critical data, and selective use of reliable RPCs.
Blueprint-Only Development
Established clear, consistent patterns for network-aware Blueprint classes to maintain performance and readability.
My Contributions
- Core gameplay systems and player interactions
- Multiplayer architecture and replication optimization
- Steam API integration
- Performance and latency optimization
Outcomes & Learnings
The game was announced for Steam and will be published after final bit of polishing. Gained hands-on experience with Unreal Engine multiplayer, P2P networking, and small team development.
Gallery