Hi there! I’m Aleister Valentine, a Senior Technical Game Developer with extensive experience in building real-time, cross-platform gameplay using Unity and Unreal Engine 4/5. I specialize in scalable combat systems, AI, camera and cinematics, and performance optimization across large-scale titles. I love turning complex mechanics into smooth, player-friendly experiences that fit a game’s vision and launch schedule. Over the years I’ve collaborated with designers, artists, and engineers to create robust toolchains and responsive gameplay. I’m passionate about architecture, reusable systems, and cross-team collaboration that keeps momentum high from prototyping to shipped content.

Aleister Valentine

Hi there! I’m Aleister Valentine, a Senior Technical Game Developer with extensive experience in building real-time, cross-platform gameplay using Unity and Unreal Engine 4/5. I specialize in scalable combat systems, AI, camera and cinematics, and performance optimization across large-scale titles. I love turning complex mechanics into smooth, player-friendly experiences that fit a game’s vision and launch schedule. Over the years I’ve collaborated with designers, artists, and engineers to create robust toolchains and responsive gameplay. I’m passionate about architecture, reusable systems, and cross-team collaboration that keeps momentum high from prototyping to shipped content.

Available to hire

Hi there! I’m Aleister Valentine, a Senior Technical Game Developer with extensive experience in building real-time, cross-platform gameplay using Unity and Unreal Engine 4/5. I specialize in scalable combat systems, AI, camera and cinematics, and performance optimization across large-scale titles. I love turning complex mechanics into smooth, player-friendly experiences that fit a game’s vision and launch schedule.

Over the years I’ve collaborated with designers, artists, and engineers to create robust toolchains and responsive gameplay. I’m passionate about architecture, reusable systems, and cross-team collaboration that keeps momentum high from prototyping to shipped content.

See more

Language

English
Fluent
Japanese
Fluent

Work Experience

Senior Technical Gameplay Engineer – Unreal Engine 4/5 at Square Enix Co. Ltd
January 6, 2021 - July 31, 2025
- Designed full-featured combat ability system using Blueprint/C++ hybrid modules, including cast buffering, input prediction, animation montages, and status effect propagation. - Implemented AI utility systems integrating NavMesh-based threat prediction, crowd steering, and interruptible tasks—boosted largescale battle AI responsiveness by ~21%. - Collaborated with level designers to construct modular combat encounter templates using spline-based actor spawning, curved difficulty ramps, and sequencer-triggered event chains. - Integrated Gameplay Ability System (GAS) with tag-driven activation, cooldown interpolation, conditional interrupts, and attribute-based damage scaling. - Integrated UE4’s Sequencer and Gameplay Cue system for cinematic gameplay blends, ensuring frame-perfect animation sync and camera behaviour across high-stakes cutscenes. - Utilized UE5’s Nanite and Lumen systems to construct gameplay-aware lighting triggers and photorealistic environment interactions, increasing visual fidelity in real-time action scenes. - Built internal debugging overlay tools to display player state, latency metrics, animation timings, and error snapshots during test sessions—cutting dev-to-QA handoff time by 41%. - Created IK-driven animation syncing systems and context-sensitive companion behaviour using control rigs—improving cinematic transitions during co-op sequences by ~33%. - Developed advanced traversal and mobility mechanics including wall-running, double-jump transitions, dynamic vault detection, and terrain-aware navigation using spline & trigger volumes.
Senior Technical Gameplay Engineer – Unity at Square Enix Co. Ltd
January 6, 2021 - July 31, 2025
- Developed cross-platform mobile combat systems using event-driven architecture and lightweight co-routine orchestration, enabling consistent gameplay across Android/iOS. - Reengineered Unity Animator state transitions with modular blend trees and scripted clip masking, reducing visual glitches and animation rework by ~40%. - Built responsive UI interaction frameworks using Unity UI Toolkit and custom shaders to support dynamic resolution scaling—improved mid-tier device UX rating by ~14% in live user analytics. - Led development of in-house localization asset manager, reducing regional string integration time by ~60% during global rollout phases. - Constructed an optimized asset bundling strategy using scriptable object-driven content pipelines, minimizing first-load times by 28% on average.
Gameplay & AI Engineer – Unreal Engine 4 at YUKE's Co. Ltd
February 2, 2018 - December 25, 2020
- Engineered scalable third-person shooter mechanics supporting up to 100+ active AI agents, dynamic spawns, and destructible environments across open-world battle zones. - Designed and implemented modular blackboard-driven AI architecture with hierarchical state machines and interruptible combat logic; reduced redundant behaviour code by ~45%. - Developed custom enemy targeting, threat detection, and reaction frameworks, enabling reactive combat against player weapons, environment hazards, and ally AI. - Built and profiled multithreaded simulation subsystems for mass creature behaviour, optimizing average CPU cost per AI tick by ~32% in high-density engagements. - Integrated C++-based animation events and damage curves using UE4’s animation notifies and blend spaces, ensuring seamless player/enemy interactions under real-time constraints.

Education

Bachelor of Science in Computer Science at Tokyo University of Science
April 2, 2013 - August 25, 2017

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet