// Case Study · 01

ALTERA.

An open-world military survival game built in Unreal Engine 5. I lead gameplay, AI, animation, networking and UI programming — from first prototype to public playtest.

Timeline

2023 — Present

Team

Small studio · 2-5 people

Engine

Unreal Engine 5 · C++

Platforms

PC · Steam

ALTERA gameplay screenshot

// Overview

The brief.

ALTERA drops the player into a persistent open world where every event is authored by systems, not scripts. The goal was to make the moment-to-moment feel alive and cooperative — a system-packed environment where every interaction matters.

I've led development from the very start, shaping the core systems that define how the game reads to a player: how movement feels, how weapons hit, how NPCs react to your commands, and how a large, persistent world stays alive and in sync over the network.

My role: senior gameplay engineer, working directly with the CEO, design and animation.

Gameplay programming Networking · Replication Animation system (FPP/TPP) NPC AI UI Procedural generation EOS integration Production pipeline

// In Motion

See it play.

// What I built

Systems.

01

Scalable co-op multiplayer

A low-latency replication layer built around Unreal's networking model — server-authoritative interactions and client-side prediction for responsive weapon handling.

02

Advanced animation system

A universal animation system running on a single skeleton for both first and third-person — additive layers, IK and procedural weapon recoil on a shared base — keeping perspective switching seamless without separate FPP arms.

03

NPC AI & perception

State trees and EQS driving separate enemy and friendly troop behavior, combined with a dynamic perception layer and shared threat-awareness. No line-trace spam.

04

Open world, persistent across sessions

Territory control and outposts, world-event automation, and distance-based simulation that keeps a large world alive without simulating all of it at once — plus a full day-night cycle, dynamic weather a save system for all of it.

05

Troops & units

Real-time character switching, squad-level troop management and mountable units — the systems that let a player command and possess more than one body in the world.

06

Progression & interaction

Inventory, shop, resources and looting, plus interactive facilities and objects across the world — backed by data-driven UI and tied together by a replicated quest system with designer-authored logic.

// Gallery

Screenshots.