Name of Work

Developed by:

Mohammad Shihabuzzaman

Client :

Prototype

Links :

Date :

11/2024

Category :

Game Programming

Links :

This project is a multiplayer FPS prototype developed in Unreal Engine, focused on real-time network replication and team-based gameplay systems.

A tactical marking system designed for this prototype, features team-exclusive visibility—Team A can only see markings placed by their teammates, while Team B's markings remain invisible to them, and vice versa. Inspired by games like Valorant, this system enhances team coordination without revealing information to enemies.

MY CONTRIBUITION :

Designed and implemented server-authoritative multiplayer architecture with proper replication.

Designed and implemented team-based replication logic ensuring markings are only replicated to relevant team members.

Implemented two marking types: neon-style weapon highlight (inspired by Valorant) and directional arrow-based player marking.

Created Location Marking System using directional arrow indicators for pinging positions and callouts.

Integrated real-time minimap updates reflecting team-based markings dynamically

Built server-authoritative validation to prevent marking exploits and ensure replication correctness

This prototype strengthened my understanding of conditional replication, team-based visibility logic, and real-time UI synchronization in multiplayer environments. It demonstrates my ability to build competitive gameplay systems where information control, clarity, and network efficiency are critical.

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Game Developer

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Name of Work

Developed by:

Mohammad Shihabuzzaman

Client :

Prototype

Date :

/11/2024

Category :

Game Programming

Links :

This project is a multiplayer FPS prototype developed in Unreal Engine, focused on real-time network replication and team-based gameplay systems.

A tactical marking system designed for this prototype, features team-exclusive visibility—Team A can only see markings placed by their teammates, while Team B's markings remain invisible to them, and vice versa. Inspired by games like Valorant, this system enhances team coordination without revealing information to enemies.

MY CONTRIBUITION :

Designed and implemented server-authoritative multiplayer architecture with proper replication.

Designed and implemented team-based replication logic ensuring markings are only replicated to relevant team members.

Implemented two marking types: neon-style weapon highlight (inspired by Valorant) and directional arrow-based player marking.

Created Location Marking System using directional arrow indicators for pinging positions and callouts.

Integrated real-time minimap updates reflecting team-based markings dynamically

Built server-authoritative validation to prevent marking exploits and ensure replication correctness

This prototype strengthened my understanding of conditional replication, team-based visibility logic, and real-time UI synchronization in multiplayer environments. It demonstrates my ability to build competitive gameplay systems where information control, clarity, and network efficiency are critical.

Like :

Share On :

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