Hi, I’m Thang Phan—an Unreal Engine 5 and C++ gameplay programmer with a strong focus on building responsive, production-ready gameplay systems. I’ve worked on shipped real-time projects including an interactive location-based entertainment installation and fast-paced combat gameplay, where I implemented core mechanics like attack chaining, hit reactions, invulnerability frames, and scalable damage/ability systems. I also enjoy expanding gameplay beyond combat by creating event-driven and AI-driven interactions, integrating engine features like the Gameplay Ability System, and using tools such as Blueprints alongside C++ for rapid iteration. In parallel, I’ve contributed to Unity-based gameplay prototypes (including combat, saving/loading, and farming simulation loops), and I’m motivated by delivering polished player experiences through clear engineering, solid debugging, and iteration from prototype to production.…

Thang Phan

Hi, I’m Thang Phan—an Unreal Engine 5 and C++ gameplay programmer with a strong focus on building responsive, production-ready gameplay systems. I’ve worked on shipped real-time projects including an interactive location-based entertainment installation and fast-paced combat gameplay, where I implemented core mechanics like attack chaining, hit reactions, invulnerability frames, and scalable damage/ability systems. I also enjoy expanding gameplay beyond combat by creating event-driven and AI-driven interactions, integrating engine features like the Gameplay Ability System, and using tools such as Blueprints alongside C++ for rapid iteration. In parallel, I’ve contributed to Unity-based gameplay prototypes (including combat, saving/loading, and farming simulation loops), and I’m motivated by delivering polished player experiences through clear engineering, solid debugging, and iteration from prototype to production.…

Available to hire

Hi, I’m Thang Phan—an Unreal Engine 5 and C++ gameplay programmer with a strong focus on building responsive, production-ready gameplay systems. I’ve worked on shipped real-time projects including an interactive location-based entertainment installation and fast-paced combat gameplay, where I implemented core mechanics like attack chaining, hit reactions, invulnerability frames, and scalable damage/ability systems.

I also enjoy expanding gameplay beyond combat by creating event-driven and AI-driven interactions, integrating engine features like the Gameplay Ability System, and using tools such as Blueprints alongside C++ for rapid iteration. In parallel, I’ve contributed to Unity-based gameplay prototypes (including combat, saving/loading, and farming simulation loops), and I’m motivated by delivering polished player experiences through clear engineering, solid debugging, and iteration from prototype to production.

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Experience Level

Expert
Intermediate

Language

Work Experience

Gameplay Programmer (Contract) at Independent game studio (NDA)
March 1, 2026 - Present
Built a fast-paced FPS “signature weapon mechanic” using Unreal Engine 5 and the Gameplay Ability System. Implemented projectiles that mark enemies with persistent pain that drives combo scoring and chained damage effects. Developed abilities including cooldowns and stat scaling via GAS and Attribute Sets. Managed dynamic material instances for hit feedback and enemy state readability (including state-driven material behavior). Integrated gameplay systems for hit feedback, enemy state readability, and supporting gameplay feel. Technologies included C++, Unreal Engine 5, Gameplay Ability System, Blueprints, and Git.
Game Programmer (Internship/Parallax Gallery Art) at Parallax Gallery Art
June 1, 2025 - August 1, 2026
Owned and built the gameplay layer of a visitor-driven interactive dinosaur exhibition. Visitors scanned QR-tagged sheets and saw their own creature appear and roam a projected environment. Implemented creature behavior systems and a dynamic event layer that triggered meteors and volcanic eruptions with per-species reactions. Contributed to psychological horror forest installation elements using gesture-triggered reveals, material work, and cross-build bug fixing. Produced generative agent/simulation visuals synchronized to music (FMOD-based rhythm-accurate looping playback).

Education

Bachelor of Computing at Vilnius Business College
January 1, 2023 - January 1, 2026
ERASMUS+ Programme at Beykoz University
October 1, 2024 - January 1, 2025

Qualifications

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Industry Experience

Gaming, Education, Media & Entertainment, Software & Internet