NETWORKED GAMEPLAY
Blaster
GAME SUMMARY
Blaster is a multiplayer third person shooter built in Unreal Engine 5 and C++, with online sessions, hitscan and projectile weapons, and responsive character movement.
MY CONTRIBUTION
I focused on multiplayer architecture, combat networking, movement, and the reusable session flow that lets players host, find, join, and leave Steam matches.
Networking and Authority
- Used an authoritative server model for bullet tracking, weapon pickups, and important gameplay state.
- Implemented Server, Client, and Multicast RPCs, variable replication, and Rep Notifies for shots, animations, and state changes.
Combat and Movement
- Built leaning, strafing, turning in place, and aim offsets for readable weapon handling.
- Created hitscan and projectile weapons using line and sphere traces with vector based targeting.
REUSABLE ONLINE SESSIONS PLUGIN
Multiplayer Online Sessions became part of the Blaster story.
I built a reusable Unreal plugin on top of the Online Subsystem and configured it for Steam. Menu actions call focused functions for hosting and joining, while custom delegates handle session creation, discovery, travel, and cleanup. The same plugin powered Blaster’s online flow.
INSTRUCTIONS TO PLAY
Start a match.
- Download
Blaster.zipon Windows. - Extract it and make sure Steam is running.
- Launch
Blaster.exe. - Install the game on at least two computers for multiplayer.
- One player selects Host; the other selects Join.


