03
BulletVille
Unreal Engine 5 · MultiplayerDeveloper during technical modernization

I worked on the project during its technical modernization. The platform list reflects intended targets; not all were shipped.
01Context
A multiplayer parkour hero shooter, worked on through the period when its technology was being brought forward.
The work was modernization rather than greenfield: improving combat, character and movement while the engine itself was being upgraded, and building the tooling and pipeline that let the rest of the team move at the same time.
02My Ownership
Combat
Character
Engine Upgrade
Gameplay Systems
Tools
CI/CD
03Engineering Scope
Gameplay
- Combat improvements
- Character and movement improvements
Engine modernization
- Unreal Engine upgrade work
Team enablement
- Web configuration application for remotely tuning gameplay variables
- CI/CD improvements
04Modernizing in Motion
Upgrading an engine underneath an existing codebase means gameplay work and migration work happen at once. Combat, character and movement were improved in the same period the project moved forward on Unreal Engine, so the changes had to survive the upgrade rather than be redone after it.
A parkour shooter lives or dies on feel, and feel is found by iteration. I built a web configuration application that let gameplay variables be tuned remotely, moving that loop off engineer time. CI/CD improvements around Jenkins and Perforce covered the other half of the same problem: getting changes built and into hands quickly.
05Pipeline
- Perforce
- Jenkins
- Automated Builds
- Remote Tuning
06Outcome
The project was discontinued.
The modernization work (combat and movement improvements, the engine upgrade, the configuration tool and the build pipeline) was delivered into the project during that period.
07Visual Evidence

BulletVille case study: Affaf Imran