Senior gameplay programmer with experience across next-gen and established WW2 combat titles, specializing in Unreal Engine (UE4/UE5), multiplayer frameworks, gameplay systems, and stability/performance improvements. Background includes integrating communications backends/launchers, implementing analytics/telemetry via Sentry, and building systems around custom physics and navigation.
Known for refactoring toward data-driven architectures (DataAssets), collaborating closely with designers, and delivering robust AI/gameplay functionality (EQS, behavior trees, bot navigation) along with UI and simulation features such as advanced vehicle/tank systems.
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A exploration based survival horror FPS. Return to Stagmon, the city where your father disappeared. Fight intelligent enemies. Improvise and use limited resources to defeat them.
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