Airbound

Showcase Image
Airbound Ambush Gif Airbound Grapple Gif Niagara Grapple Effect Gif Airbound Grapple Wrap Gif

Airbound is a third-person multiplayer PvP brawler focused on players' mastery of grappling mechanics to traverse a sprawling mega-structure whilst engaging in fast-paced aerial melee combat. Players go head to head, racing around pillars and through tunnels to reach a series of marked zones in which they fight to control with the goal of earning the most points by the end of the match. Points are earned by reaching zones first, holding control of zones for sufficient time, and killing other players.

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I created a grappling mechanic that simulates rope physics by creating a temporary point wherever the rope makes contact with a solid object and pulling the player towards the closest point to the player's end of the rope. I created a niagara particle effect for the grapple's visuals.

I created base classes inherited from Unreal Engine's gameplay framework classes alongside useful interfaces that make creating new types of core gameplay elements, like game modes, player states, and characters, much simpler. Which I used to make a series of game modes that we iteratively improved on which use data assets and engine visualisations to make editing core values more intuitive and designer friendly.

I worked alongside our concept artist to implement UI, carefully handling scaling for 2 to 4 players splitscreen using both C++ and blueprints. I also adapted the UI to be fully functional with controllers.

I used Epic Online Services to manage creating, ending, joining, and leaving online sessions which I hosted on a dedicated server. I also reworked the core gameplay functionality so it replicates relevant data and uses remote procedure calls where necessary to play smoothly and accurately online.

This project was demoed at the Falmouth University Games Expo 2026.