Combat Architecture · Weekly newsletter
One email a week for the person who has to make the combat work, alone or in a team. Each one takes one system from my combat framework ( hitboxes, i-frames, input buffering, damage, enemies that decide when to dodge… ) and explains how it works, with the code. I'm a lead gameplay programmer with 11 shipped games.
1,050+Unreal devs get it every week
Free · One email a week · Four minutes to read · Unsubscribe anytime
What you get
The newsletter follows my Quod Combat Framework, the melee combat I build on top of the Gameplay Ability System ( GAS ). Every issue takes one system, explains why it works the way it works, and gives you representative code to use in your own project. This is the series so far, 6 of 8 out.

The hitbox: a capsule on a bone
The windows: i-frames, walk cancel, branch on hit
The numbers: hitstop, damage, knockback
Subscribers get each system the week it comes out. The ones already out are linked further down the page.
Credentials
Eleven shipped games, AAA and indie, most of them action games. The newsletter is that experience written down one system at a time, adapted to what you can build with your team or on your own.
The email
It takes four or five minutes on the phone and it goes out once a week, Saturday morning at the moment. It is the condensed version of that week's post, and it always goes in the same order. Take the input buffering one.
Not with the system. A press that went nowhere because the player was a few frames early, and the playtest note that says the combat feels unresponsive.
The pieces, named, and why each one is there. For the buffer: a struct, a gate tag, two anim notify windows and one drain function. Smaller than it sounds, most of them are.
A short part on how it plays out with real players, which is usually where the bug that made me write the post lives. Hitstop stretching the buffer age, in this case.
On the blog, with all the code and the screenshots, linked at the end. The email is the version you read without the editor open. The post is the one you read with it.
About me
I'm the Lead Gameplay Programmer for Lords of the Fallen at Hexworks. I love action games and combat design, and I specialize in Unreal's Gameplay Ability System ( GAS ).
I have spent a decade shipping games with teams from two people to two hundred, and I have given lectures at Ramon Llull and Pompeu Fabra universities. In this newsletter I write down what I learn in AAA production, one combat system a week, for the people building combat in Unreal.
Subscribe
One email a week, about four minutes to read, with the code. The issues already out are right below, in case you want to read one first.
Free · One email a week · Four minutes to read · Unsubscribe anytime
Published issues
In full, with the code. They open in a new tab so this page stays where it is.
Questions
It helps, but it is not required. Everything in the framework assumes the Gameplay Ability System, because that is how I build combat on shipped games, and the first issue of the series explains the six pieces it is made of. If you have never touched GAS, start there and the rest will make sense.
Read: Introduction to GAS (opens in a new tab)Both. Every system is explained in prose first, and the code is C++ written for the post, with Blueprint where Blueprint is the right tool ( anim notifies, montages, behavior trees… ). If you only use Blueprint you still get the architecture, which is the part that is hard to find anywhere else.
Both, the systems do not care. Some readers build alone, others work in small teams and studios. I write for the person who has to make the combat work, whoever that is.
No. I never publish studio internals. The newsletter follows my own Quod Combat Framework, and the code in every issue is written for the post. What does carry over is the experience: the bugs, the trade-offs, and the things that only show up once real players get their hands on it.
One email a week, about four minutes to read, free. Every email has an unsubscribe link at the bottom, one click, no questions.
You get one email to confirm your address ( the newsletter runs on beehiiv ), one click and you are in. Right after you subscribe this page gives you a link to the issue I would start with, the one on hitboxes, and the next system arrives with the next issue ( Saturday morning at the moment ).
Yes, same list, same author. I renamed it Combat Architecture in August 2026 because almost every issue was a combat system anyway, so now the name says what the email is about. If you were already subscribed you still are, you do not need to sign up again.
Before you go
You don't have to. One system a week, with the code and the gotcha that usually shows up in a bug report, before it shows up in yours.
1,050+Unreal devs get it every week
Free · One email a week · Four minutes to read · Unsubscribe anytime