Greg Peterson

BulletFarm's Eagerly Awaited New Title

Software Screenshot

Project Overview

At BulletFarm, I've been contributing to an unannounced, co-op first-person shooter game. Due to strict NDAs, specific details about the project remain under wraps for now.

My Contributions

As the first gameplay engineer at BulletFarm, I led the design and development of numerous foundational systems for our multiplayer FPS from the ground up. This unique opportunity allowed me to lay the technical groundwork, creating robust and scalable solutions for core gameplay mechanics. My contributions include establishing the item, inventory, and health systems, alongside features such as vaulting, special executions, and reviving.

I was also responsible for developing a comprehensive suite of weapons, encompassing everything from guns and grenades to shields and flamethrowers. This involved meticulous design of shooting abilities with crucial considerations for prediction and server vs client authority, ensuring a fair and responsive combat experience. Furthermore, I engineered a versatile attachment and upgrade system applicable to any item.

A significant achievement was the complete implementation of the Gameplay Ability System (GAS). I focused on a highly modular design, enabling any actor to seamlessly integrate with GAS by simply adding components. This empowered our team to rapidly develop over 100 distinct abilities and effects. Beyond direct system development, I created essential designer workflows, including templates and editor utilities, to accelerate the integration of weapons and abilities by non-engineers. I also served as a primary technical point of contact, supporting various teams (Design, Animation, VFX, Audio) and giving presentations on GAS and our item system to foster better cross-team integration.

Tools Used

Unreal Engine 5
C++
Blueprints
Gameplay Ability System
Multiplayer Networking
System Design
Unreal Insights
Perforce
Rider