Reaper Actual (US Studio - Early Access)
Game Info

Reaper Actual is an open-world persistent extraction shooter where hundreds of players engage in FPS combat against each other and 5 NPC Factions on the massive war-torn island of Marova.
My Contributions
I was responsible for major improvements across the game’s weapon, combat, animation, and projectile systems, focusing on gameplay feel, reliability, and multiplayer correctness. My key contributions include:
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Weapon Firing & Reloading Systems: Implemented robust rechambering, reload resuming, empty-reload logic, and fixed numerous edge cases especially under high latency.
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Weapon Swapping & Animation Flow: Redesigned equip/unequip flow with timing scaling and recovery sections, fixed desyncs and visual issues, and ensured smooth ADS behavior during transitions.
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Projectile & VFX Systems: Corrected projectile spawn logic for players and NPCs, improved tracer accuracy, upgraded pooling behavior, and introduced Niagara Data Channel–based tracer support.
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Networking & Prediction: Resolved multiple client/server desync issues related to ammo, reloads, swaps, and client-prediction, significantly improving multiplayer consistency.
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Combat Interaction Polish: Improved ADS, sprint, slide, and dive interactions, re-enabled damage camera flinch, and ensured consistent firing behavior in complex movement scenarios.
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NPC Combat Reliability: Fixed projectile spawning, firing logic, and ammo synchronization for NPCs.
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Additional Systems: Re-implemented fall damage, improved grenade animation behavior, added debugging tools, and optimized weapon asset loading.
Overall, I delivered broad gameplay improvements that made the shooting, movement, and combat experience more responsive, stable, and visually consistent for both first-person and third-person perspectives.