Lex Chesler
I’m Lex Chesler, a Gameplay Engineer with 20+ years of experience shipping 3C (camera, character, and control) systems in Unreal Engine and C++ across AAA, critically acclaimed and independent titles.
About
I’m Lex Chesler, a Gameplay Engineer with 20+ years of experience shipping 3C (camera, character, and control) systems in Unreal Engine and C++ across AAA, critically acclaimed and independent titles. I have deep expertise in gameplay mechanics, animation integration, control systems, rapid prototyping, and tooling, and I iterate until it’s cool, polished, and sustainable.
Former improviser who knows how to build teams, I thrive in cross-discipline collaboration and mentoring others to ship features end-to-end. I value sustainable pipelines, clear communication, and a culture of ownership that makes complex systems feel easy to iterate on.
- 25 years' experience
- Joined May 2026
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
- Professional Services
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Work experience· 7 roles
Consulted with game studios on Unreal Engine architecture, gameplay systems, animation system design, locomotion, pathfinding and intuitive targeting systems. Recommended code architecture and process improvements to reduce technical debt and accelerate team velocity. Created 2D strategic map, UI and gameplay systems for 4X strategy game. Applied Gen AI tools to accelerate prototyping, code review, and system design iteration.
Engineered the Event Manager scheduling system for live operations — a modular, configurable runtime system enabling content teams to ship time-sensitive experiences without engineering dependencies. Evaluated and onboarded third-party plugins for Unity and VS Code, balancing technical tradeoffs against delivery velocity. Refactored storefront in Unity. Mentored new engineers in Unity game software development methodology and best practices.
Architected a modular Smart Object framework — self-contained game objects encapsulating all data and behavior for their interactions, including player character control handoff — enabling content creators to build rich, reusable interactions by focusing on content rather than plumbing. Collaborated on 7 game object implementations in Unreal Engine Blueprints, working across engineering, design, and content disciplines. Directed scoping, scheduling, and tracking across a 3-year live product, driving features end to end from ticket to ship. Managed and mentored 5 direct reports, fostering a proactive, ownership-driven engineering culture. Co-implemented hackathon and advanced tech group.
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