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MSc master project · Solo · UE5 Blueprints

Recoil Works

A weapon crafting FPS. You build a gun from a chassis and swappable parts, then test how each part changes the way it fires.

Completed
Role
Designer & developer
Team
Solo
Engine
UE5 Blueprints
Inspired by
Loadout (2014)
Grade
85%

01 // Why

Why I made it

Recoil Works started from Loadout, where you build a gun out of parts instead of bolting attachments onto a fixed one.

For my MSc master project I wanted to design that kind of system myself: give players real freedom to build strange weapons, while keeping the numbers readable and balanced so a weird build is fun without automatically beating a sensible one.

02 // How

How I built it

Everything runs on data. Parts live in data tables and structs, so adding a new barrel or payload means adding a row, not writing new code.

Every part's modifiers go through one stat calculation pipeline. That let me balance combinations rather than individual guns, and made edge cases, like several parts changing the same stat, easy to find.

I built a test range into the core loop so I could build, fire, and tweak in seconds, then balanced through playtests, surveys, debugging, and formula changes.

03 // Media

Gallery

Recoil Works

01 / 07

04 // Systems

What I built

01

Weapon chassis

Rifle, launcher, pulse, and beam chassis, each with its own firing model, ammunition rules, and part slots.

02

Modular parts

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

03

Projectile behaviours

Launcher shells can be lobbed, scuttle, corkscrew, bounce, stick, or wait for a timer, a target, or a manual detonation.

04

Stats and balancing

Damage, recoil, accuracy, stability, range, fire rate, reload time, and clip size run through one calculation pipeline built on data tables, so new parts slot in without new code.

05

Builder UI

Inspect parts, compare a temporary build against the current one, manage inventory, duplicate builds, and preview every change.

06

Testing loop

Build a weapon, take it into a test range, judge how it performs, then go back and change parts.

Contact

Like what you see?

I’m looking for gameplay and systems design roles. Email is the quickest way to reach me.