Counter Point

Gameplay and systems engineer on a Counter-Strike-inspired Roblox FPS, responsible for combat, economy, spectating, loadouts, and round-based gameplay systems.

Built core FPS systems including loadouts, combat, economy, and round progression.
Case study
Updated Jul 2026

The Project

Counter Point was a tactical first-person shooter inspired by Counter-Strike. I joined the project during its early stages and worked on many of the systems required to turn it into a competitive multiplayer experience.

Unlike progression-focused Roblox experiences, Counter Point revolved around round flow, player decision making, and responsive combat. Every mechanic needed to support a fair and predictable competitive environment while remaining performant across multiple players.

Gameplay Showcase

Systems Implemented

  • -Loadout and equipment systems
  • -Weapon purchasing and buy menus
  • -Gun hit detection
  • -Melee hit detection
  • -Weapon dropping and pickups
  • -Money and economy systems
  • -Round progression and match flow
  • -Spectate system
  • -Mission and progression systems
  • -Backend gameplay logic

Competitive Match Flow

Tactical shooters live and die by their match flow. Players constantly transition between buy phases, combat, spectating, and the next round, and those transitions need to feel seamless.

01Pre-round
->
02Buy phase
->
03Combat begins
->
04Win condition reached
->
05Rewards distributed
->
06Next round

I worked on the systems responsible for keeping players synchronized throughout the entire match lifecycle, ensuring state changes remained predictable and easy to extend as the project evolved.

Combat & Weapon Systems

Combat was built around responsive gunplay and reliable hit detection. Every weapon interaction needed to feel immediate while remaining authoritative on the server.

  • -Server-authoritative hit validation
  • -Weapon-specific behaviors
  • -Melee combat systems
  • -Player elimination handling
  • -Spectator transitions
  • -Weapon ownership tracking

Weapon dropping was also integrated into the gameplay loop, allowing players to pick up equipment dynamically throughout a match.

Economy & Progression

Counter Point featured a round-based economy inspired by Counter-Strike. Players earned money through gameplay and used it to purchase equipment before the start of each round.

Supporting this required multiple systems to work together, including money tracking, loadout management, purchase validation, and progression systems designed to reward continued play.

  • -Per-round economy
  • -Buy system implementation
  • -Loadout management
  • -Mission tracking
  • -Player progression
  • -Equipment validation

Lessons Learned

Counter Point reinforced how interconnected competitive multiplayer systems are. Even seemingly simple mechanics require dozens of supporting systems working together to create a polished experience.

While my time on the project came to an end before release, it provided valuable experience building combat systems, multiplayer state management, and the gameplay infrastructure required for a tactical FPS.

Related Pages

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