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Bobby Elser
Senior Gameplay Engineer

I love building modular, configurable, and scalable systems in close collaboration with an interdisciplinary team. Here are some examples of my work.

Upcoming Third-Person Shooter #2

The next release in a well-known franchise of AA single-player RPG shooters.

  • Tech: Unreal Engine 5, C++, Blueprints
  • My role: Senior Gameplay Engineer
  • My contributions:
    • Expansion of a near-complete FPS built on a legacy codebase to fully and deeply support gameplay from third-person perspective
    • Gun pointing IK, procedural "blocked" poses against walls/obstacles, and other extensive engineering support for animation
    • Most features were made highly configurable with easy-to-use tools for designers and artists

Upcoming Third-Person Shooter #1

Open-world, co-op, PvE shooter with air, land, and sea vehicles.

  • Tech: Unreal Engine 5, C++, Blueprints
  • My role: Senior Gameplay Engineer
  • My contributions:
    • Custom character movement physics, control, and networking for free climbing, swimming, mantling, and ladder climbing
    • Vehicle and player oxygen supplies via GAS, communal storage chest, class equipment lockers
    • Debug instrumentation and tooling (logging, telemetry, cheat commands)

Escort Wing

A cooperative multiplayer space shooter with breakneck asteroid dodging and combat against hordes of drones.

  • Tech: Unity C#, Photon, WebGL
  • Watch the trailer on YouTube or play on itch.io
  • My role: gameplay and networking programmer
  • My contributions:
    • Runtime generation of random arena with designer-configurable asteroid ring
    • 3D flight controls and camera emphasizing speed and sleek handling
    • Multiplayer support with friend code for co-op over internet via Photon
Escort Wing: Random arena generation
Escort Wing: 3D flight controls and camera
Escort Wing: Multiplayer space combat gameplay

Flurry

A cooperative multiplayer card game for mobile, inspired by 5 Minute Dungeon.

  • Tech: Unity C#, Photon
  • My role: gameplay and networking programmer
  • My contributions:
    • Built all card game systems: decks, hands, card play, enemies, dungeons, etc.
    • Robust, comprehensive, in-engine designer toolset for gameplay data
    • Multiplayer with local matchmaking for mobile co-op over internet via Photon
Flurry: Play cards to match enemy weaknesses
Flurry: Cards can have different play mechanics
Flurry: In-editor game data tools
About Me

I build fun, robust, highly configurable, and maintainable gameplay systems with either UE5 C++ or Unity C# in close collaboration with all disciplines on my team. I'm particularly experienced with networked player character movement via customization of Unreal Engine's predictive movement system. After 10 years of software engineering (mostly with C#) outside of games culminated in a manager position, I used my 8+ years of hobbyist experience with Flash and Unity in myriad game jams and personal projects to pivot into professional game development. Now I get to focus entirely on the pursuit of my passion: making awesome, immersive games.