Project 03 09
Goblin mage in an arena of overgrown ruins

April 2025 · 3 people · 10 days

Gobelins, Grimoires et gros Bobos

Goblins, four spells each and an arena to settle their differences. A multiplayer prototype built by three people in ten days.

My role
Development · Combat and multiplayer
Format
PC · Online PvP arena
Project status
Prototype
Technologies
Unreal Engine 5.4.4C++BlueprintsMultiplayer

01The project

Ten days to get goblins online.

With Gwendal André and Adrien Patte, we made a multiplayer arena where everyone plays a goblin mage. Each character has four spells, including an auto-attack. Then it is a matter of hitting the others before they do the same to you.

We had ten days for this assignment. I worked on sessions, magical combat and interfaces, including all the connections needed between menus, networking and the game itself.

How you play

  1. 01

    Create or join

    Enter a configured session.

  2. 02

    Fight

    Use the goblin’s four spells.

  3. 03

    Read the fight

    Watch opponents and their attacks.

  4. 04

    Follow the result

    Check the combat information.

02My work

From menus to spells.

I handled multiplayer sessions, magical combat and the interfaces. Everything had to work together, from creating a game to casting the first spell.

01

Configurable multiplayer sessions

I developed session creation and joining, with a name, ID and password. This is how players get together before entering the arena.

  • Sessions
  • Multiplayer
02

Magical combat

I developed the magical combat system. Characters have four spells, and their attacks are replicated so other players can see them in the game.

  • Combat
  • C++
  • Replication
03

The interfaces

I created the interfaces and connected them to the game systems: session menus, the spell bar, health and combat counters. The goal was to keep the displayed information in sync with what was happening in the game.

  • UI
  • Blueprints
  • Game data

03Under the hood

Between joining a game and casting the first spell.

We used C++ and Blueprints, with Steam services for multiplayer. Replication lets players see the same characters and attacks on their different machines.

From menu to match

Take a closer look

Set up the game.

The name, ID and password are used to configure the game.

Here is how the systems connect, from the menu to the arena.

Some development choices

Connect the menus and the game

The starting point

The player needs to create a game, join it and fight without a break between those steps.

What we did

I connected the interfaces to sessions and combat systems, including the information displayed during the match.

Keep it within ten days

The starting point

The three of us needed to bring our parts of the game together quickly.

What we did

We chose an arena and four spells per character. That gave us a clear shared goal to focus development on.

04In pictures

The starting menu, the arena and a fight with the other goblins.

05Outcome and team

A prototype connecting networking, gameplay and interfaces.

I connected the session menus to combat. Players create their game, join the others and find their spells ready when they enter the arena.

What is in place

  • Configurable sessions and online joining.
  • Magical combat system.
  • Interfaces created and connected to gameplay.

Where the project stands

  • The project was made in ten days as a student assignment.
  • The version shown here is a prototype.
What I take away from it

A spell can work perfectly locally and raise different questions online. You also need to check what the other players see.

The team

Léo Queiros Da Silva
Sessions, magical combat and interfaces
Gwendal André
Co-development
Adrien Patte
Co-development

Want to talk about this project?

Let’s talk