I'm Brian Vargo, a Technical Game Designer specializing in gameplay programming, systems design, and AI development using Unity and Unreal Engine 5. I craft engaging mechanics, scalable systems, and intuitive player experiences that boost retention and replayability. I'm a collaborative problem-solver who thrives in agile workflows, debugging, and delivering polished, player-friendly games while communicating effectively with designers, artists, and producers.

Brian Vargo

I'm Brian Vargo, a Technical Game Designer specializing in gameplay programming, systems design, and AI development using Unity and Unreal Engine 5. I craft engaging mechanics, scalable systems, and intuitive player experiences that boost retention and replayability. I'm a collaborative problem-solver who thrives in agile workflows, debugging, and delivering polished, player-friendly games while communicating effectively with designers, artists, and producers.

Available to hire

I’m Brian Vargo, a Technical Game Designer specializing in gameplay programming, systems design, and AI development using Unity and Unreal Engine 5. I craft engaging mechanics, scalable systems, and intuitive player experiences that boost retention and replayability.

I’m a collaborative problem-solver who thrives in agile workflows, debugging, and delivering polished, player-friendly games while communicating effectively with designers, artists, and producers.

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Experience Level

Work Experience

Technical Designer / Gameplay Programmer at University of Central Florida
March 1, 2023 - Present
Developed gameplay mechanics including power slide movement, enhancing player mobility, traversal, and combat responsiveness. Scripted AI boss attack patterns (Jemorgan) to improve combat challenge, pacing, and replayability. Implemented and optimized character animations (enemy + player) for smoother gameplay performance and responsiveness. Built interactive player tutorials that improved onboarding, reducing learning curve for complex mechanics.
Technical Designer at Punk Rock Exorcist (Unreal Engine 5)
August 1, 2025 - September 12, 2025
Developed gameplay mechanics including power slide movement, enhancing player mobility, traversal, and combat responsiveness. Scripted AI boss attack patterns (Jemorgan) to improve combat challenge, pacing, and replayability. Implemented and optimized character animations (enemy + player) for smoother gameplay performance and responsiveness. Built interactive player tutorials that improved onboarding, reducing learning curve for complex mechanics.
Technical Designer at Signal Surge
April 1, 2025 - September 12, 2025
Programmed adaptive AI combat behaviors based on distance-to-base algorithms, introducing scalable difficulty levels. Designed line-of-sight and safety rating systems using tile-based elevation logic to deliver strategic AI responses. Scripted camera systems and UI feedback loops, enhancing situational awareness and player experience.
Programmer/Systems Coder at Ghost Moon
May 1, 2024 - September 12, 2025
Developed interactive breakable objects with physics-based feedback (coins, debris), increasing player engagement and exploration. Programmed room transitions and teleport systems to support seamless level navigation and world-building. Built and maintained inventory, pickup, and progression systems, enabling state persistence and dynamic game progression. Created UI systems (health bar, phase meter) to provide real-time player feedback, reducing confusion during playtesting. Designed door and switch mechanics (pressure plates, puzzles), enriching level design variety and interactivity.
Technical Designer / Gameplay Programmer at University of Central Florida
March 1, 2023 - Present
Led development of gameplay mechanics including power slide movement; scripted AI boss attack patterns; implemented and optimized character animations; built interactive player tutorials to improve onboarding.
Technical Designer at Punk Rock Exorcist
August 1, 2025 - September 12, 2025
Developed gameplay mechanics including power slide movement, enhancing player mobility, traversal, and combat responsiveness. Scripted AI boss attack patterns to improve combat challenge, pacing, and replayability. Implemented and optimized character animations for smoother gameplay performance and responsiveness. Built interactive player tutorials that improved onboarding, reducing learning curve for complex mechanics.
Tech Designer at Signal Surge
April 1, 2025 - September 12, 2025
Programmed adaptive AI combat behaviors based on distance-to-base algorithms, introducing scalable difficulty levels. Designed line-of-sight and safety rating systems using tile-based elevation logic to deliver strategic AI responses. Scripted camera systems and UI feedback loops, enhancing situational awareness and player experience.
Programmer/Systems Coder at Ghost Moon
May 1, 2024 - September 12, 2025
Developed interactive breakable objects with physics-based feedback, increasing player engagement and exploration. Programmed room transitions and teleport systems to support seamless level navigation. Built and maintained inventory, pickup, and progression systems, enabling state persistence and dynamic game progression. Created UI systems (health bar, phase meter) to provide real-time player feedback, reducing confusion during playtesting. Designed door and switch mechanics (pressure plates, puzzles), enriching level design variety and interactivity.

Education

Master of Science in Interactive Entertainment at University of Central Florida
January 11, 2030 - August 1, 2025
Bachelor of Arts in Digital Media – Game Design Track at University of Central Florida
January 11, 2030 - August 1, 2024

Qualifications

Adobe Premiere Pro (Certified)
January 11, 2030 - September 12, 2025
Microsoft Office Suite (Certified)
January 11, 2030 - September 12, 2025
Adobe Premiere Pro Certified
January 11, 2030 - September 12, 2025
Microsoft Office Suite Certified
January 11, 2030 - September 12, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services