Hi, I'm James Curtis Vaughn, Jr., a Gameplay Systems Engineer with over 8 years of experience specializing in C++ and Unreal Engine. I have a passion for designing and implementing modular, networked gameplay features and have a strong background in building scalable, resilient systems for multiplayer and simulation projects. I enjoy collaborating across teams and focusing on performance and maintainability in large codebases. Currently, I work as a technical consultant where I also share my knowledge through YouTube livestreams, mentoring others on advanced Unreal Engine topics like threading and UI pipelines. My experience spans AI systems, media toolsets, and VR-focused simulations, and I'm always eager to tackle new challenges in game and software development.

JAMES CURTIS VAUGHN, JR.

Hi, I'm James Curtis Vaughn, Jr., a Gameplay Systems Engineer with over 8 years of experience specializing in C++ and Unreal Engine. I have a passion for designing and implementing modular, networked gameplay features and have a strong background in building scalable, resilient systems for multiplayer and simulation projects. I enjoy collaborating across teams and focusing on performance and maintainability in large codebases. Currently, I work as a technical consultant where I also share my knowledge through YouTube livestreams, mentoring others on advanced Unreal Engine topics like threading and UI pipelines. My experience spans AI systems, media toolsets, and VR-focused simulations, and I'm always eager to tackle new challenges in game and software development.

Available to hire

Hi, I’m James Curtis Vaughn, Jr., a Gameplay Systems Engineer with over 8 years of experience specializing in C++ and Unreal Engine. I have a passion for designing and implementing modular, networked gameplay features and have a strong background in building scalable, resilient systems for multiplayer and simulation projects. I enjoy collaborating across teams and focusing on performance and maintainability in large codebases.

Currently, I work as a technical consultant where I also share my knowledge through YouTube livestreams, mentoring others on advanced Unreal Engine topics like threading and UI pipelines. My experience spans AI systems, media toolsets, and VR-focused simulations, and I’m always eager to tackle new challenges in game and software development.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate

Language

English
Fluent

Work Experience

Technical Consultant – Game & Software Development at Self-Employed
March 1, 2023 - Present
Engineered network-replicated gameplay features using Unreal Engine C++, improving multiplayer stability by 30%. Architected modular systems using Gameplay Ability System (GAS) and Data Assets, enabling rapid iteration across client and engine codebases. Created media toolsets using CommonUI and Dynamic Level Instancing, streamlining asset integration and scalability. Delivered technical mentorship via YouTube livestreams, covering Unreal engine internals like threading, UI pipelines, and performance tools. Developed AI systems using behavior trees and perception components to improve NPC interactivity and responsiveness.
Immersive Development Engineer III at Boeing
February 28, 2023 - July 16, 2025
Designed Unreal Engine-based simulation tools for modular interaction and UI, reducing development time by 35%. Led VR-focused system architecture with emphasis on latency reduction and media responsiveness. Provided C++-based solutions for toolchain improvements, enhancing data-driven content pipelines.
Software Engineer at Crouch Jump Interactive
April 30, 2022 - July 16, 2025
Implemented multiplayer gameplay systems with network resiliency in mind, addressing latency and replication consistency. Contributed to UI and interaction systems using Unreal’s UMG and Blueprint system, enhancing gameplay usability.
Software Engineer at Leidos
February 28, 2021 - July 16, 2025
Built AI and physics-driven gameplay logic for VR/AR training simulations in Unreal Engine. Created robust NPC behavior modules and modular toolkits used across multiple simulation scenarios. Enhanced media playback systems to dynamically load and stream content for real-time user scenarios.
QA Engineer at Accenture Federal Service
February 28, 2019 - July 16, 2025
Automated performance and regression test cases for simulation and gameplay workflows. Debugged and diagnosed engine-level issues affecting system performance and stability.
Lead Software Developer at No Hope Studios
January 31, 2021 - July 16, 2025
Directed development of multiple gameplay prototypes with modular systems, AI, and performance-focused design. Built custom tools and internal engines, focusing on maintainable architecture and runtime flexibility.

Education

Bachelor of Arts in Computer Science at Texas State University
January 1, 2011 - December 31, 2015
Associate of Arts in Character Animation at Northwest Vista College
January 1, 2006 - December 31, 2010

Qualifications

ITIL Foundations
January 1, 2023 - November 30, 2027

Industry Experience

Gaming, Government, Professional Services, Media & Entertainment, Software & Internet
    paper Holo Archive

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    It’s a Roguelike Action RPG in a Fantasy setting. Play as a Hololive Advent talent as Shirori tells a tale of your Escape from The Cell and the Outcome of your choices.

    I am responible for the programming, Design, and Development of Holo Archives using Unreal Engine 5