Summary
- Implemented core gameplay logic, movement modifiers, and visual scripting for interactions using Unreal Engine C++ with Blueprint.
- Applied server-client architecture with reliable RPCs, state replication, and replicated actor classes.
- Designed custom visual effects with dynamic parameters, destruction-aware emitters, and gameplay-driven particle events.
- Developed gameplay-aware visual cues like invulnerability and danger states using material functions and global volumes.
- Created destructible environments, dynamic barriers, levers, and pressure plates using constraint components.
- Used GPU profiling tools, reduced draw calls, simplified meshes, and adjusted geometry fragmentation for smoother runtime.
Blockout Shooter is a stylized 1v1 third-person shooter developed in Unreal Engine for PC, integrating color-based territorial control with fast-paced combat and physics-driven environments. The game challenges players to dynamically manipulate the battlefield using custom weapons, power-ups, and interactive map elements (such as destructible objects, pressure plates, and levers).

At its core, Blockout Shooter introduces a unique color-matching system inspired by Nintendo’s Splatoon. Players are assigned team colors and can only use their weapons when standing on matching-colored or uncolored blocks. Movement is penalized when on enemy-colored tiles, incentivizing strategic control of space. Players earn temporary buffs through randomized mushroom power-ups, impacting attributes like attack damage, health, and projectile behavior.

The project features advanced use of Unreal Engine’s replication system, including Remote Procedure Calls (RPCs), replicated game/player states, and physics-based interactions in a multiplayer setting. Visual feedback is powered by custom Niagara particle effects, material shaders, and post-processing volumes to deliver immersive visual cues for events like invulnerability, death, or power-up collection.

A wide range of gameplay systems and mechanics were designed and implemented in C++ and Blueprints, with performance analysis conducted using Unreal’s GPU Profiler, Unreal Insights, and Statistics Auditor. Optimization strategies included level streaming, mesh simplification, and particle emitter tuning.
