
Back to Projects
Back to Projects
PROJECT
PROJECT
PROJECT
Out of Bounce
Out of Bounce
Out of Bounce
Out of Bounce is an action-packed couch/online party game where you battle it out as miniature tanks in fast-paced, chaotic arenas.
Out of Bounce is an action-packed couch/online party game where you battle it out as miniature tanks in fast-paced, chaotic arenas.
Out of Bounce is an action-packed couch/online party game where you battle it out as miniature tanks in fast-paced, chaotic arenas.
Gameplay
Enhanced Input
UI
DURATION
20 Weeks
ROLE
Project Manager / Programmer
TEAM SIZE
3
PLATFORM
PC
ENGINE
Unreal Engine
OVERVIEW
OVERVIEW
Out of Bounce is a casual couch/online multiplayer game for 2-4 players. It's an action-packed, party game that combines tactical thinking with chaotic fun. Players control miniature tanks in a fast-paced battle arena, using clever maneuvers and powerful turrets to take down opponents. The gameplay is amplified by various power-ups and abilities, ensuring each round offers unique and unpredictable moments. The goal is to outsmart your rivals and be the last tank standing.
Out of Bounce is a casual couch/online multiplayer game for 2-4 players. It's an action-packed, party game that combines tactical thinking with chaotic fun. Players control miniature tanks in a fast-paced battle arena, using clever maneuvers and powerful turrets to take down opponents. The gameplay is amplified by various power-ups and abilities, ensuring each round offers unique and unpredictable moments. The goal is to outsmart your rivals and be the last tank standing.
TRAILER

MY WORK
EXPLANATION
CODE
Gameplay / Gamemode
The Challenge:
We needed a flexible game mode that could dynamically alter rule sets mid game, like shifting from Free for All to Gun Game, controlled by an overarching Game Manager that monitors the entire match.
My Solution:
The system uses abstract Rule Set classes structured as a state machine to handle the active gameplay rules. These Rule Sets use distinct methods to begin play, handle mode Transition, and end games, allowing the system to initialize and swap rules on the fly.
EXPLANATION
CODE
Gameplay / Gamemode
The Challenge:
We needed a flexible game mode that could dynamically alter rule sets mid game, like shifting from Free for All to Gun Game, controlled by an overarching Game Manager that monitors the entire match.
My Solution:
The system uses abstract Rule Set classes structured as a state machine to handle the active gameplay rules. These Rule Sets use distinct methods to begin play, handle mode Transition, and end games, allowing the system to initialize and swap rules on the fly.
EXPLANATION
CODE
Enhanced Input
The Challenge:
We needed to allow players to rebind their keys, but the engine player controller does not exist yet when the rebinding occurs.
My Solution:
We cache the updated inputs in a separate subsystem during the configuration phase and apply them later during player controller initialization.
Extra:
We save the updated keybinds locally so the settings remain intact across multiple play sessions.
EXPLANATION
CODE
Enhanced Input
The Challenge:
We needed to allow players to rebind their keys, but the engine player controller does not exist yet when the rebinding occurs.
My Solution:
We cache the updated inputs in a separate subsystem during the configuration phase and apply them later during player controller initialization.
Extra:
We save the updated keybinds locally so the settings remain intact across multiple play sessions.
SCREENSHOTS





COPYRIGHT © TOBIAS HOEFLMEIER 2026