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Warbound – A Large-Scale WW2 Multiplayer FPS/RTS

Warbound is a spiritual successor to Heroes & Generals. I co-founded the development team and have primarily worked as a technical designer and gameplay programmer, focusing on weapon systems and architecture.

Since the beginning, I have contributed to developing its technical infrastructure upon which the game is built. Our architecture is based on Epic Games Lyra starter project. While we could have built Warbound directly on Lyra, much of it either wasn’t necessary for our goals or wasn’t designed optimally for our needs. Instead, we used Lyra as a reference, particularly for backend and frontend systems, while building our own systems from the ground up. As a result, we restarted development in April 2025 but have made significant progress, surpassing our previous iteration in many ways.

Weapon and Gameplay Systems

While I have contributed to the game’s overall technical infrastructure, my primary focus has been leading the development of weapon and gameplay systems.

For weapons, I have implemented:

  • A fully custom ballistics system
  • A dynamic reload system designed to support unique WW2 weaponry
  • A high-quality, advanced weapon base system in which all weapons we be built off

On the gameplay side, I have placed a strong emphasis on future-proofing the project by ensuring core systems are modular and accessible. This allows non-technical designers to tweak functionality without needing to write code, making iteration more efficient.

I have written over 15,000 lines of well-structured C++ code, ensuring that core systems like movement, animation pipelines, weapon mechanics, networking, and inventory systems are robust and scalable. During this I have also been using new systems provided in Unreal Engine like the Gameplay Ability System. Given that Warbound is a multiplayer game, I have also implemented proper networking support where needed. Additionally, I have integrated my code with Unreal Engine’s Blueprint system, following a hybrid workflow to balance efficiency and flexibility.

Animation & Procedural Systems

In addition to programming, I have temporarily taken on animation responsibilities for weapons, using both handcrafted and procedural methods. When designing the weapon structure, I considered the increased animation requirements for multiplayer animations when it comes to first person games since I have to do both first person and fully body animations. To streamline this process, I:

  • Created a comprehensive animation list covering all necessary weapon animations
  • Identified animations that could be procedurally generated to reduce workload
  • Developed a procedural walking animation system that dynamically adjusts to player speed, crouching, and camera/player movement (e.g. looking, falling)

By implementing procedural movement animations, I significantly reduced the number of manually created animations, allowing future animators to focus on more complex sequences like reload animations.

UI Design & Concept Development

I have also been responsible for UI concept design, using Figma to develop a clean, bold, and visually appealing interface. So far, I have designed UI concepts for:

  • Player HUD
  • Scoreboard
  • Crosshairs
  • (In Progress) Main menu & player profile

To ensure the UI aligns with Warbound’s theme and gameplay, I have curated an extensive mood board to guide design decisions. You can see some of the concepts in the gallery above.

Community Engagement & Transparency

Beyond development, I actively engage with our growing community. As a small indie team, we prioritise transparency and player trust. Without a strong community, there is no game. I regularly gather player feedback and expectations, incorporating them into our design process.

Additionally, I have often participated in our bi-weekly development streams, which are led by another developer which average 100+ views per session. These streams, along with direct interactions with players, have strengthened community engagement and trust in our vision for Warbound.

Conclusion

Both from a development and community perspective, Warbound has maintained strong momentum in its early stages. With a solid foundation, innovative systems, and an engaged player base, we are committed to bringing our vision to life.