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University final year project - Deadshot

Main features

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

  • Saving settings and loadouts locally for more streamline experience (Persistence between games

  • Multiplayer support. LAN, direct IP or over Steam Servers.

  • Server hosting and server browser using Steam Sessions.

  • Lobby system with a map selector and extra settings.

  • Real-time chat system to communicate between players.

  • Procedural recoil system using curve data.

  • Procedural aim down sights.

  • Custom hitboxes for damage calculations.

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

  • Live updating scoreboard available for each client connected to the game.

Project overview

In my final year at university, I had the freedom to design and build any project I wanted. I am very passionate about first-person shooter games and enjoy that style the most. 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 developed over the years working and studying in Unreal Engine.
 

With no prior experience creating first-person shooter games, I knew it would be a big challenge. It required a lot of research and planning before I could even begin building in the 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 design and testing process developers go through before fully committing to a game.
 

My inspiration came from games I personally enjoy, including Call of Duty, Valorant, and 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 CS:GO.
 

The project was developed in Unreal Engine 4 using Blueprints. It supports multiplayer functionality through Steam, LAN, and direct IP connection.
 

From the early prototype stages to the final build, the project took approximately three (3) months to complete.

Development video

Data driven loadout system showcase

Procedural recoil system showcase

© 2026 Piotr Golebiewski. All rights reserved.

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