UE5 • Master's Project • Solo Development

Recoil Works

A modular FPS weapon-crafting prototype where players construct weapons from chassis and interchangeable components, then test how those choices alter stats, ammunition, firing behaviour, projectile effects, and intended gameplay use.

In Development

Project Information

  • Project Type: Master's Project
  • Development: Solo
  • Engine: Unreal Engine 5
  • Implementation: Blueprint Visual Scripting
  • Status: Active Development
  • Primary Focus: Gameplay Systems and Technical Design
  • Reference: Loadout (2014)

Project Overview

Recoil Works is a modular weapon-construction prototype inspired by the creative weapon-building system in Loadout. Rather than placing attachments onto a fixed gun, players begin with a weapon chassis and construct its identity through interchangeable parts.

Each component can alter statistics, firing behaviour, ammunition handling, payload effects, projectile movement, and the situations in which the completed weapon is most effective. This allows highly unusual combinations while preserving a readable underlying system.

The project is being developed as a polished systems prototype and vertical slice, with the emphasis placed on modular architecture, clear player feedback, rapid testing, and iterative balancing.

Current Development

Current work focuses on completing and refining the weapon chassis, component behaviours, stat calculation pipeline, weapon preview interfaces, inventory interactions, and testing workflow. Particular attention is being given to unusual projectile behaviours and the edge cases created when multiple parts modify the same weapon.

Balancing is being developed through repeated playtesting, debugging, player feedback, surveys, and formula adjustments. The aim is to allow experimental combinations without making every unusual weapon automatically stronger than a more conventional build.

Systems In Development

Weapon Chassis

Rifle, Launcher, Pulse, and Beam chassis provide distinct firing models, ammunition rules, and available component slots.

Modular Components

Stocks, barrels, triggers, magazines, payloads, propulsion, shells, detonators, dispersal parts, and dynamics reshape the completed weapon.

Projectile Behaviours

Launcher projectiles can use behaviours such as lobbed, scuttle, corkscrew, bouncing, sticky, timed, proximity, and manually detonated shots.

Stats and Balancing

Damage, recoil, accuracy, stability, range, rate of fire, reload time, clip size, and part-specific modifiers are combined through a controlled calculation pipeline.

Weapon Builder UI

Players can inspect parts, compare temporary weapon results, manage inventory items, duplicate builds, and preview how component changes affect the final weapon.

Testing and Iteration

The core loop supports constructing a weapon, testing it in a controlled environment, evaluating its performance, and refining the build through further component changes.