TBA
- Game Designer
- Game Developer
- Game Tester
- +1
I am a C++ Game Developer with a Bachelor of Science in Game Design, focused on Unreal Engine 5 gameplay, combat, and UI systems.
I am a C++ Game Developer with a Bachelor of Science in Game Design, focused on Unreal Engine 5 gameplay, combat, and UI systems. I build robust gameplay loops, implement multiplayer replication, and craft responsive player feedback using C++ and Blueprint. I thrive on turning ideas into polished player experiences and collaborating with cross-functional teams to ship high-quality features.
I collaborate across cross-functional teams, write clean, maintainable code, and create technical documentation to keep features scalable. I enjoy refining systems through testing and iteration, and I value clear communication, documentation, and maintainable architecture to support long-term project success.
TBA
Movement based shooter with abilities and level mechanics.
Implemented core game systems in Unreal Engine C++ and Blueprint, including game loop end conditions, score systems, combat and damage, health, respawn, and gameplay abilities. Fixed and extended physics and ballistics systems, including bullet logic, missile behavior, and Chaos physics interactions. Improved architecture of C++ parent classes to increase code reuse and maintainability and removed unused content to reduce project load times and build size. Ensured correct multiplayer replication across key gameplay systems to keep game state consistent between server and clients. Designed and implemented menu flows, HUD elements, and player feedback systems connected to gameplay events. Created and maintained technical documentation, coding standards, and records of known technical issues for the development team.
Performed smoke testing, regression testing, and edge-case testing on new builds to verify gameplay functionality, UI behavior, and overall stability. Logged bugs using JIRA and Trello with detailed reproduction steps, expected and actual results, and environment details to support fast resolution. Collaborated with developers to diagnose and fix gameplay ability logic issues and HUD display errors, improving clarity and player experience. Participated in playtesting sessions to identify usability, performance, and design issues and contributed to prioritizing fixes.
Developed gameplay mechanics and systems in C++ and Blueprint, including movement, progression, and player feedback loops. Applied event-driven programming patterns and basic profiling to keep prototypes responsive and stable. Integrated systems into existing Unreal Engine projects and resolved integration issues during testing.
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