Case study · Game · 2026 · In development

DOUBLEBACK.

A multiplayer parkour shooter where you can rewind the last 4 seconds. Unreal Engine 5 — built by one designer and Claude, on a MacBook, in 6 days.

Own product · solo + AI · Steam Next Fest demo, Feb 2027

DOUBLEBACK key art: Data leaps off a rooftop, her 4-second echo trailing behind
DOUBLEBACK retro VHS poster with Kira: Rewind before return
6 daysidea → playable
4 srewind, one button
7,667lines of C++
149build scripts
3heroes
1MacBook, 16 GB
20-second summaryOwn product
What
A 1v1 / 2v2 parkour shooter on a wet night-city avenue, built around one mechanic: rewind 4 seconds.
Why
To prove a single designer with AI can ship a real Unreal Engine 5 multiplayer game — not a mock-up.
My role
Head of design and director: mechanic, look, feel, every frame reviewed. Claude as the whole engineering and tech-art team.
Result
6 days to a packaged, playable build · 3 heroes · server-validated rewind · demo planned for Steam Next Fest
Explore the case ↓
Overview

Run, wall-run, take the hit — then doubleback four seconds and do it right.

GameIndustry2026Year6 daysTo playableUE 5.8Engine
RoleGame design, art direction, UX, production
PlatformsMac now · Windows + Steam Deck next · Steam and Epic
StackUnreal Engine 5.8, C++, Gameplay Ability System, Lumen, Nanite
TeamAlex + Claude
StatusPlayable build · demo for Steam Next Fest, Feb 2027
Read the full story

Shooters punish one mistake with a death. DOUBLEBACK gives you one button to take it back: everything you did in the last four seconds rewinds — position, speed, health — and the you-from-the-past keeps running as a ghost. The hit you took becomes a feint.

The constraint was deliberate: no studio, no budget, a MacBook Pro M2 with 16 GB of memory. Big templates like Lyra don’t even fit in that memory, so the game was written from an empty C++ project — the rewind, the movement, the network code, the HUD, the bots.

Alex directed: references, mood, camera, how a jump should feel, which frames are wrong. Claude engineered, built the city from code, set up the lighting, retargeted the animations, wrote the tests and packaged the builds.

The mechanic

Four seconds. One button.

Press rewind — you snap back to where you were four seconds ago, and your echo replays what you did.

4s
Echoyour past self, replayed
Key art: Glitch mid-air with a cyan echo of himself
Take the hit›Rewind 4 s›Health back›Your echo fires again
The rules that make it fair
  • Exactly 4 seconds, no scrubbing — one button, one readable visual.
  • Position and speed come back; health heals to the past value — rewind never hurts you. Ammo does not come back.
  • History is wiped after a rewind — the next one needs four fresh seconds, so there is no ping-pong. 8-second cooldown.
  • The server decides. The client sends a timestamp; the server takes the frame from its own 30 Hz history buffer, so a cheater can’t rewind to a place they never were.
  • Echo strike: fire, then rewind within 1.5 s — the ghost repeats your shot from the old position. You spend an echo charge (up to 3, picked up as holograms on the map).
Movement

The street is the weapon.

Traffic drives at you, the avenue is wet, every bench, barrier and fire escape is a line to run.

Wall-runWall-jumpSlideRollVaultClimb & hangFlips & dodges7 m signature dashTrick-shot ×1.5
Heroes

Three runners, three rhythms.

Same rules, different feel: each hero tunes how long a wall-run lasts, how far a slide goes, how loud the steps are.

Glitch, the courier — retro VHS poster
GlitchCourier · lightest, longest wall-runs
Data, the hacker — retro VHS poster
DataHacker · quiet steps, longest slide
Kira, the street racer — retro VHS poster
KiraStreet racer · fastest slide
From a 3D scan-style model to a playable hero

Each hero started as a generated 3D model (Tripo), was rigged in Blender, and got animations from Mixamo through an IK retargeter — direct imports twisted the torso by 90° on pistol poses, so every clip goes through a proper retarget. The colours stay exactly as designed: heroes pop through light, not repaint.

The arena

Evening after the rain.

A wide avenue closed by a flatiron tower, a boulevard with crosswalks and traffic lights, a park with a pond, a roadworks zone to fight through — and a skyline instead of the void.

In-game: the three heroes on a crosswalk of the wet avenue
Crosswalk duel on the avenue
In-game: the park with lawns, benches and a pond
The park · paths, hills, a pond
Built from code, not by hand

The arena is assembled by Python scripts inside the editor from Epic’s free City Sample buildings: a plan in metres, a footprint for every building, and rules — trees only in lawns with curbs, parking and a sidewalk for every building, crosswalks only at gaps in the boulevard, road paint 1 cm thick. Change a rule, rebuild the city in minutes. The same scripts place traffic, fire escapes with textured metal, roadworks with barriers you can vault and scaffolding you can climb.

Controls

Made for a gamepad.

Every action is one press. Combos come from timing, not from finger gymnastics.

LB

Rewind

back 4 seconds

RB

Signature dash

7 m, bullets pass through

X

Trick

flip or dodge with the stick

Y

Quick aim

locks to the nearest target

RT → LB

Echo strike

your ghost repeats the shot

RB → L3

Dash into roll

within 0.35 s

RB → RT

Finisher

with a camera orbit

RT in a trick

Trick-shot

×1.5 damage, perfect accuracy

Brand

A name you can play backwards.

The working title ECHO-SHIFT became DOUBLEBACK: a split magenta / cyan wordmark — the word itself turns back on its middle.

DOUBLEBACK split wordmark in magenta and cyan
DB app icon with a running figure
Store capsule: Glitch, Data and Kira mid-air in echo rings
Store capsule
Teaser frame: a shell casing falls into a puddle — 4 seconds is all you need
“4 seconds is all you need”
Numbers

Six days, counted.

7,667

lines of C++

33 source files: movement, rewind, netcode, weapons, bots, HUD

149

Python scripts

6,899 lines that build the city, the light, the materials

30 Hz

history buffer

5 seconds per player, validated on the server

80 ms

network test

host + client with 1% packet loss, run by script

22

retargeted clips

pistol, rifle, dodges — through an IK retargeter

3

heroes

one roster for the demo: Glitch, Data, Kira

What was hard

A MacBook is not a game studio.

Every problem was measured before it was fixed.

  • 1
    16 GB of memoryNo Lyra, no big templates: an empty C++ project, one heavy process at a time.
  • 2
    Twisted animationsMixamo clips imported directly rotated the torso 90°; an IK retarget fixed every pose.
  • 3
    Frame rateA/B runs of the packaged build showed the city is fine — characters are the cost. Next: lighter models at distance.
Process

Designer in the chair, AI on the tools.

01DirectReferences, mood, camera, feel. Every frame reviewed; wrong ones rebuilt.
02Build by codeGameplay in C++, the city and light from scripts — rebuildable in minutes.
03Test by robotAuto-tests for wall-run, slide, rewind, cooldown; a network test with lag.
04Ship & measurePackaged builds, a frame-rate log, a photo mode that shoots review frames.
What’s next

One arena, three heroes, bots — a demo for Steam Next Fest in February 2027.

NowPlaytests, frame rate, polish of the rifle hold
NextWindows and Steam Deck build, Steam page, wishlists
ThenSave-the-clip button, online matches with friends

Questions

Can you build a multiplayer prototype in Unreal Engine 5?

Yes. DOUBLEBACK is a 1v1/2v2 parkour shooter with a server-validated 4-second rewind, 3 heroes, built in UE5 and C++ in 6 days.

How fast can a game prototype be ready?

A focused mechanic can be playable within one to two weeks, so you test the core loop before investing in content.

Need a playable
game prototype fast?

I take a game idea to a playable Unreal Engine 5 build quickly, so you test the fun before you hire a team.

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