This repository contains the Unreal Engine project behind Gnome Splash, a 4-player local multiplayer PvP experience developed under intense production constraints with a 20+ person cross-disciplinary team.
Players battle across a lush forest arena as rival gnomes, using unique abilities to claim territory, outplay opponents, and take control of the map in quick, chaotic matches.
| Category | Details |
|---|---|
| Project | Gnome Splash |
| Genre | Local multiplayer split-screen PvP / area control |
| Platform | Windows |
| Team Size | 20+ developers across programming, design, art, audio, VFX, production, and QA |
| Production Timeline | 7 weeks |
| Engine | Unreal Engine |
| Build Page | futuregames.itch.io/gnome-splash |
I directed gameplay programming for the project and helped shape the player experience from core combat systems to match flow, while collaborating closely with designers, artists, QA, audio, and production.
- Developed local multiplayer support for up to 4 players.
- Built core gameplay systems for damage, respawning, and player spawning.
- Designed and implemented UI and HUD features such as health bars, cooldowns, and menus.
- Improved the player experience by integrating Enhanced Input and smoothing the flow from menus into gameplay.
- Iterated on gameplay features using QA feedback and external playtesting feedback, including testers from Women in Games.
- Helped deliver the project from prototyping through alpha, testing, and gold within a 7-week production cycle.
- C++
- Unreal Engine
- FMOD
- Perforce
- Fast, readable gameplay systems for a local split-screen setup.
- Smooth match flow between menus, spawning, combat, and respawn states.
- Clear multiplayer feedback through HUD and UI.
- Rapid iteration under tight milestones and short production deadlines.
Gnome Splash was built in a fast-paced academic production environment with close collaboration across multiple disciplines. The project moved from prototype to gold in just seven weeks, which meant gameplay systems had to be built quickly, tested often, and improved continuously based on feedback.
That environment pushed a strong focus on practical implementation, communication, iteration speed, and making sure the game stayed fun and readable even as the feature set evolved.
You can view the published project here:
Itch.io: Gnome Splash