BLUE (2026)

A multiplayer space engineering & combat game where you build complex ships, bring them into an interactive, physics-based space arena, and adapt your designs on the fly to outsmart your opponent.

Project Info

Team Size: 30+

Roles: Gameplay Programmer, Designer

Project Length: 6 months (ongoing)

Engine: Unreal 5 (C++)

Key Contributions:

The game involves a robust ship-building system, where each part you place is affected by every other part of the ship. To support this, I built a backend framework to track materials for the building system and energy for part usage, including multiplayer synchronization and propagation across the ship graph.


A core feature of the energy system was making it fully modular, so that every part communicates with a central EnergyManager using a standardized EnergyUser component. This allows designers to quickly add new parts or change which parts use energy, and guarantee that their changes will fit with the established system!

I designed the core weapon system for the game, created detailed specs for each weapon type, and implemented the phase cannon and basic laser weapon types in-engine.

I was initially brought on as a designer, but shifted toward the engineering team as the project went on. This meant that I had a strong understanding of both the design goals and the engineering framework, which let me bridge communication between the two teams!


This project unfortunately suffered from a lot of gaps in communication, but I was able to spearhead efforts to improve this. Specifically, I attended both the Design and Engineering team meetings, and briefed each team on what the other was focusing on that week. I also worked with designers to create documentation for the weapons system that was easily readable by engineers, and talked to engineering to help compile a list of technical constraints on possible weapons. This allowed us to enter production with a clear sense of what kinds of weapons we wanted to build, and ultimately prevented any major pivots or confusion between teams.


A sample of my weapon documentation: Weapon Documentation