Andrei Kharlanchev
Over the past few years, I’ve led teams and delivered developer-facing tools as a Senior Unreal Engine Developer, focusing on C++, UMG/Slate, and adaptive UI systems.
About
Over the past few years, I’ve led teams and delivered developer-facing tools as a Senior Unreal Engine Developer, focusing on C++, UMG/Slate, and adaptive UI systems. At byTalent, I built dynamic level streaming and countless blueprint-friendly features while refining my team leadership and communication skills, ultimately driving UI and workflow improvements that made Unreal more usable for both users and devs. Previously, at Angagement, I started as a C++ developer and quickly took charge, refactoring furniture systems and implementing caching for a scalable apartment editor, managing a distributed team and backend integration as I relocated during challenging times. My freelance and personal projects pushed me into every aspect of gameplay—combat, inventory, animation, scalable systems, and engine work with DirectX—while my volunteer work sharpened my teamwork and AI development skills. Each role deepened my technical versatility, problem-solving, and ability to deliver reliable results in uncertain conditions.
- 1 year's experience
- Joined November 2025
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
Work experience
Integrated two caching mechanisms: one memory-based and one file-based. The memory cache stored a ton of generic data in memory, while the file-based cache handled byte-convertible assets such as dynamic meshes stored in the cloud. This integration dramatically improved performance. Refactored furniture moving system by isolating movement logic into stable components, decoupling input handling, and applying dependency injection. This improved architecture enabled faster feature integration. Led a team of four developers, assigning tasks based on their skills and providing support when needed. Implemented Agile and Scrum practices to create a customized task pipeline, improving communication between developers and managers.
Led a team of four developers, assigning tasks, managing disputes, and maintaining project coordination through an internal task tracker. Conducted biweekly progress meetings and architectural discussions. Wrote and maintained documentation for company guidelines and production pipelines.
Developed destructible gameplay objects using Unreal Engine's Chaos Destruction and Niagara effects, enabling multi-layered damage systems where objects like cars and buildings could be broken into progressively smaller pieces. Built village game systems on RTS template: dynamic weather, NPC interactions, and unit progression.
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