What I've done:
I served as one of the co-pitchers for this project. Between June and September 2021, my two colleagues and I dedicated ourselves to developing a concept that introduced a unique selling point (USP) of betting in a first-person shooter (FPS). Our project was selected by the educational team and is regarded as one of the most ambitious endeavors ever undertaken at Isart Digital. Despite the challenges, such as managing a dedicated server and coordinating with a team of 20 members, we successfully completed the game on time.
I served as one of the co-pitchers for this project. Between June and September 2021, my two colleagues and I dedicated ourselves to developing a concept that introduced a unique selling point (USP) of betting in a first-person shooter (FPS). Our project was selected by the educational team and is regarded as one of the most ambitious endeavors ever undertaken at Isart Digital. Despite the challenges, such as managing a dedicated server and coordinating with a team of 20 members, we successfully completed the game on time.
Game programming:
I contributed to the development of the game's unique selling proposition (USP), the "Bet Shoot," which is showcased in the video below. This involved designing and implementing the bet shoot itself, as well as the interaction and feedback mechanisms of the bet machine. Ensuring players understood the bet shoot, from game onboarding to their first game, was a significant challenge that we successfully addressed.
I contributed to the development of the game's unique selling proposition (USP), the "Bet Shoot," which is showcased in the video below. This involved designing and implementing the bet shoot itself, as well as the interaction and feedback mechanisms of the bet machine. Ensuring players understood the bet shoot, from game onboarding to their first game, was a significant challenge that we successfully addressed.
Additionally, I played a key role in shaping the game flow, starting from the main menu all the way to the end of a match. This included implementing the game mode timer, cinematics system, and managing player connections.
To simplify debugging processes, I created a cheat menu. This tool allows testers to give bets to players, change weapons, adjust match length, launch an online debug game, and test cinematics, among other features. This cheat menu significantly sped up testing and development for the team.
UI Programming:I contributed to the creation of the machine UI interface, ensuring that the screens were clear and understandable for players. To enhance the player experience, we designed all our menus in a 3D aspect to help players understand the betting process from the start. For example, when the player presses the confirm button, a coin is visually shot into the machine containing the menu, adding to the immersive feel of the game.
Our menus were meticulously designed using solid Object-Oriented Programming (OOP) principles, enabling us to iterate quickly and efficiently. Additionally, I designed the lobby menu to ensure that the player is always positioned front and center, similar to the lobby in Fortnite, enhancing the overall user experience.
Our game is an online multiplayer experience that utilizes Unreal Engine's online concept. I focused on implementing features that required multicasting to all players. Specifically, for the lobby, I ensured that the server correctly assigned only one player to each team to avoid duplicates, as our game is a free-for-all.Additionally, I worked on seamlessly transferring all relevant data between the lobby and the game map to ensure consistency across both environments.
We used AWS to hold our servers.
Skill in this project:We used AWS to hold our servers.
C++, Unreal Engine, AWS, Miro, Trello, Design pattern, Online programming, Game feel, Team management.
Game Pitch:
An online 4-players arena battle, mixing FPS with betting mechanisms, in an arcade-casino setting. Betting on machines while fighting, the winner is the one who secures the most tokens possible in THE VAULT.
Project Info:
Production from September 2021 to June 2022.
20 team members.
Made with a custom Unreal Engine 4.26
Unfortunately, the servers are closed. But you can see our work on the menus of the build.
Itch.io.
LinkedIn.
PS:
On YouTube, you can find a bet'n'die channel. It's not us!! The Bet'N'Die mark has been stolen by (a person, an organization, or whatever) to try to steal people with a Blockchain project.
An online 4-players arena battle, mixing FPS with betting mechanisms, in an arcade-casino setting. Betting on machines while fighting, the winner is the one who secures the most tokens possible in THE VAULT.
Project Info:
Production from September 2021 to June 2022.
20 team members.
Made with a custom Unreal Engine 4.26
Unfortunately, the servers are closed. But you can see our work on the menus of the build.
Itch.io.
LinkedIn.
PS:
On YouTube, you can find a bet'n'die channel. It's not us!! The Bet'N'Die mark has been stolen by (a person, an organization, or whatever) to try to steal people with a Blockchain project.


