I'm a freelance Unreal Engine programmer specializing in gameplay systems and interactive audio, with 6+ years of UE experience and a track record of shipping multiple projects. I enjoy solving complex gameplay mechanics and crafting responsive audio to elevate player immersion. As a co-founder of Matima Studio, I lead game core architecture, audio pipelines, and cross-disciplinary collaboration from concept to production, delivering polished experiences for PC and next-gen platforms.

Artūras Varkalis

I'm a freelance Unreal Engine programmer specializing in gameplay systems and interactive audio, with 6+ years of UE experience and a track record of shipping multiple projects. I enjoy solving complex gameplay mechanics and crafting responsive audio to elevate player immersion. As a co-founder of Matima Studio, I lead game core architecture, audio pipelines, and cross-disciplinary collaboration from concept to production, delivering polished experiences for PC and next-gen platforms.

Available to hire

I’m a freelance Unreal Engine programmer specializing in gameplay systems and interactive audio, with 6+ years of UE experience and a track record of shipping multiple projects. I enjoy solving complex gameplay mechanics and crafting responsive audio to elevate player immersion.

As a co-founder of Matima Studio, I lead game core architecture, audio pipelines, and cross-disciplinary collaboration from concept to production, delivering polished experiences for PC and next-gen platforms.

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Experience Level

Expert
Intermediate
Intermediate
Intermediate
Beginner
Beginner

Language

Lithuanian
Fluent
English
Fluent

Work Experience

Game developer (generalist) at Matima Studio
January 1, 2020 - Present

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment
    paper Tempo Punk - Audio Systems Architecture for a Rhythm FPS

    Role: Audio Systems Architect and Programmer / Co-Founder, Matima Studio
    Project: Rhythm FPS, UE5, Windows, in development

    Case study: https://arturasvarkalis.dev/work/tempo-punk/

    Steam: https://store.steampowered.com/app/1868430/Tempo_Punk/

    Tempo Punk is a rhythm-based first-person shooter where music drives the gameplay. Every shot, reload, dash, enemy spawn, and level event synchronizes to the beat, so the audio systems are not cosmetic - they are part of the game rules.

    I own the audio systems and game framework work on a 5-person team. I built the C++ Core Rhythm Subsystem using Unreal Quartz timestamps for sub-frame beat sync, quantization, accuracy windows, beat counters, desync recovery, and Blueprint-facing interfaces used across gameplay.

    Key contributions

    • Built a MetaSounds procedural music manager with intensity layers, section transitions, stream caching, and support for both procedural and licensed tracks.
    • Designed and implemented 50+ SFX across weapons, movement, enemies, bosses, environment, UI, trailer, and tutorial voice assets.
    • Created beat-accurate SFX behavior: reloads, shots, and action sounds stretch or vary based on BPM and timing accuracy.
    • Implemented the full mix and spatial audio setup: sound classes, control buses, submixes, compressor, convolution reverb, 3D spatialization, and randomized ambience.
    • Built audio pipeline tools, including Reaper beat-chart export, capture metronome tools, debug widgets, and producer documentation.
    • Helped secure 15 licensed tracks from 14 artists on a tight budget and represented the project at industry events.

    Selected demos

    BPM-driven reload SFX:

    Music intensity switching:

    Music section management:

    Beat accuracy shotgun SFX:

    Looping enemy hover sound with tail:

    Spatial audio debug visualization:

    Tech: Unreal Engine 5.3, C++, Blueprints, MetaSounds, Quartz, Reaper, Ableton Live Suite, Steam SDK, Google Analytics

    paper Amethyst - Sole Programmer on a Competitive 1v1 Tactics Game

    Role: Sole Programmer and Technical Lead / Freelance Contractor
    Project: Competitive 1v1 turn-based tactics game, UE4, Windows and macOS, beta

    Case study: https://arturasvarkalis.dev/work/amethyst/

    Amethyst is a competitive 1v1 tactics game played on an 8x8 grid. It combines chess-inspired hero movement, Dota-like abilities, dice-roll combat, a 5-currency gem economy, items, shop systems, and Steam-based ranked play.

    I am the sole programmer on a 5-person team and have owned the full technical side for 5+ years: gameplay, UI, networking, audio, Steam, cross-platform builds, QA, and engine-level fixes. I maintain a hybrid Blueprint/C++ codebase that started from ATBTT and grew into a heavily customized PvP tactics framework.

    Key contributions

    • Rebuilt the turn system around shared energy rolls, action costs, auto-end logic, banking, and amethyst-to-energy exchange.
    • Implemented attack and defense wheel combat, gem collection, hero death, level-ups, and structure interactions.
    • Built class-based chess movement and pathfinding for Queen, Knight, Rook, and Bishop heroes.
    • Architected an extensible ability system for 8 heroes, each with two abilities and level-2 upgrades.
    • Built a 30+ status effect framework covering stuns, passives, damage modifiers, spell immunity, auras, item effects, and HUD display.
    • Created the 5-currency economy, conversion UI, shop rules, player/hero inventories, and 18 unique items.
    • Implemented full HUD, draft screen, menus, server browser, settings, tooltips, and UI designer handoff workflows.
    • Built Steam MMR and leaderboards, shipped Windows/macOS builds, and modified Unreal Engine source to fix a macOS cursor rendering bug.

    Selected demos

    Attack wheel combat:

    Chess-style movement:

    Hero abilities:

    Shop, inventory, and economy:

    Hover cursors:

    Tooltips and info cards:

    MMR leaderboard and draft flow:

    Tech: Unreal Engine 4, C++, Blueprints, Steamworks, ATBTT heavily modified, Windows, macOS

    paper Katana Inu - GAS, Audio, Social systems

    Role: Systems Programmer / Co-Founder, Matima Studio
    Project: Multiplayer battle royale action game, UE4, Windows/Web, beta

    Case study: https://arturasvarkalis.dev/work/katana-inu/

    Website: https://www.katanainu.com/

    Playable build: https://play.katanainu.com/

    Katana Inu is a multiplayer battle royale action game with directional melee combat, character abilities, relic objectives, looting, ranked/unranked matchmaking, and online social features. I worked on the project periodically over 2.5-3 years as part of the contracted development studio.

    My role rotated to the systems that most needed attention: Gameplay Ability System integration, FMOD audio implementation, multiplayer debugging, social systems, UI, documentation, and onboarding.

    Key contributions

    • Researched, prototyped, and integrated Unreal’s Gameplay Ability System into the main project from scratch.
    • Implemented networked abilities, attributes, gameplay effects, gameplay cues, HUD callbacks, async montage loading, and reusable cue base classes.
    • Debugged GAS multiplayer issues including attribute sync failures, movement prediction/rubber-banding, and autonomous proxy cue execution.
    • Set up FMOD in Unreal and SVN, built the character FMOD component, and connected ability events to audio playback.
    • Implemented locomotion, ambience, hitmarker, combat, ability, sprint, and procedural combat music audio.
    • Developed network-conscious audio/VFX patterns using local gameplay cues, anim notify triggers, and client-side feedback for frequent events.
    • Built EOS friends, party invites, blocking, matchmaking UI, validation, stale invite cleanup, and edge-case hardening using Redpoint EOS plugins.
    • Wrote GAS and SFX/VFX implementation guides and onboarded programmers, artists, and sound designers.

    Tech: Unreal Engine 4.27, C++, Blueprints, Gameplay Ability System, FMOD, Epic Online Services, Redpoint EOS Plugins, Steam Sessions, SVN, UMG

    paper Psyker - Generalist Developer on a 2.5D Fighting Game Vertical Slice

    Role: Generalist Developer - Framework, Combat, VFX, SFX / Contractor
    Project: Cyberpunk 2.5D fighting game vertical slice, UE4, Windows

    Case study: https://arturasvarkalis.dev/work/psyker/

    Psyker is a cyberpunk 2.5D fighting game. The contracted deliverable was a trailer-ready vertical slice built from scratch in approximately 5 weeks. That slice became the basis for the project’s public trailer and marketing material.

    I worked as a generalist on a 4-5 person contractor team. My responsibilities covered project foundation, 2.5D movement, cutscene flow, Niagara VFX, full sound design, and environment polish.

    Key contributions

    • Set up the UE4 project foundation: GameMode, GameState, GameInstance, Pawn base class, and spawn flow.
    • Built the side-view camera system and plane-constrained 2.5D movement with lateral repositioning.
    • Implemented cutscene-to-gameplay transitions and pawn switching for trailer sequence support.
    • Created all real-time VFX in Niagara: attack sparks, character damage, footstep effects, flying car ambience, and a procedural trash vortex.
    • Profiled and optimized VFX using distance-field tuning and particle count adjustments to recover frame budget.
    • Designed and implemented the complete sound pass from scratch: locomotion, combat, finisher, ambience, and character voice SFX.
    • Replaced and adjusted graffiti, billboard, and decal textures for trailer-ready presentation.

    Tech: Unreal Engine 4, Blueprints, Niagara, Ableton Live, synthesizers, sound libraries, Windows

    paper V1RAL - Audio, Narrative, and Level Design Generalist

    Role: Co-Founder / Generalist - Audio, Narrative, Level Design, Game Design, Blueprints
    Project: Boomer-shooter FPS, UE4, Windows, paused

    Case study: https://arturasvarkalis.dev/work/v1ral/

    V1RAL, originally Project Black, is a fast boomer-shooter FPS with wallrunning, wallclimbing, sliding, gravity inversion, dark comedy, and an 8-level campaign concept. I co-founded the project and worked across audio, narrative, level design, gameplay design, and Blueprint programming.

    This was my first game development project, and I learned Unreal Engine, Blueprints, sound design, narrative design, and level design while contributing to a live multi-year team project.

    Key contributions

    • Built a custom real-time sound occlusion system entirely in Blueprints, with distance-based prioritization and support for multi-source emitters.
    • Paired occlusion with convolution reverb and spatialization to create room/space-aware audio behavior.
    • Designed an inheritance-based Blueprint audio component architecture with base components and specialized child components for player and enemy types.
    • Created and implemented 50+ SFX for weapons, locomotion, combat, ambience, pickups, UI, tutorial voice, and enemy voices.
    • Performed mixing passes, fixed concurrency issues, and built modulation behavior for heavy combat audio loads.
    • Wrote most of the 8-level campaign scripts, including the tutorial, weapons lab, hive, sewers, space port, bank, pre-boss sequence, and Deep Blue encounters.
    • Designed/tutorial blockouts, combat prototypes, sewers blockout, encounter scripts, puzzle notes, player choice branches, and composer story briefs.

    Tech: Unreal Engine 4, Blueprints, Reaper, Ableton Live Suite, Replica AI, convolution reverb, sound occlusion, Blueprint audio components

    paper Karyn - Audio and Dialog Systems Programmer

    Role: Audio/Systems Programmer / Freelance Contractor
    Project: Story-driven action-adventure platformer, UE4, Windows

    Case study: https://arturasvarkalis.dev/work/karyn/

    Website: https://mythoworks.com/videogame%3A-karyn

    Karyn is a story-driven action-adventure game led by MythoWorks, built around fourth-wall-breaking dialog, stylized facial performance, adaptive music, and narrative interaction. I joined as part of a contractor team and became the owner of the audio and dialog systems.

    Key contributions

    • Architected a fully data-driven procedural dialog manager with base/child classes for level-specific scripting.
    • Built 5 priority levels for dialog queueing, including “add to end”, “insert after active sequence”, “insert after active line”, “interrupt active line”, and “interrupt same character”.
    • Implemented interruption behavior, sequence tracking, simultaneous voicelines, delayed playback, and death/respawn queue handling.
    • Built facial mocap playback synced to voiceline audio using LiveLink LevelSequence assets, additive animation blending, and per-take sync offsets.
    • Designed an adaptive music manager with Quartz beat-accurate stem switching, extension stems, bounces, fades, and trigger-volume transitions.
    • Wrote a Reaper Lua export script that generated Unreal DataTable rows from voice recording timestamps, eliminating manual data entry.
    • Documented the voiceline pipeline so non-programmers could prepare and implement dialog independently.
    • Migrated the project from UE 4.23 to 4.27 and reworked dialog data around soft references to reduce memory pressure.

    Tech: Unreal Engine 4, Blueprints, C++, Quartz, LiveLink, LevelSequence, DataTables, Reaper Lua, Ableton Live Suite

    paper AyeZee Game Arena - Interactive Broadcast Tool Framework

    Role: Application Framework Developer and Audio Designer / Contractor
    Project: Interactive Twitch broadcast tool, UE4, Windows, delivered

    Case study: https://arturasvarkalis.dev/work/ayezee/

    AyeZee Game Arena is a dual-window interactive entertainment app built for Twitch streamer AyeZee. It contains seven mini-games for live audience participation: wheel spin variants, ball drop, lucky case selection, card pick, and a meta-game that selects which game is played.

    The app separates the audience-facing game window from an operator control panel, letting the streamer manage the show while viewers only see the polished broadcast output.

    Key contributions

    • Built the top-level application framework and game switcher that routes operator inputs to the active game mode.
    • Integrated the framework with a teammate’s cinematic camera state machine through experience interfaces.
    • Implemented UE4 multi-window architecture: one broadcast-facing game view and one operator control panel.
    • Built operator tools for game switching, round control, case opening, prize configuration, visual customization, and live diagnostics.
    • Created a runtime texture importer so the client could swap prize images in packaged builds without Unreal Editor.
    • Designed and implemented UI for the control panel, prize editors, results screens, settings, and in-game mini-game interfaces.
    • Designed and integrated the full SFX pass for wheel spins, ball drops, card reveals, case openings, win/loss states, and live show feedback.
    • Delivered the core framework, UI, audio, runtime content pipeline, diagnostics, and player pawn in approximately 1 month on a 5-person team.

    Cover image: https://arturasvarkalis.dev/images/ayezee-cover.png

    Tech: Unreal Engine 4, Blueprints, UMG, multi-window UE4 application, runtime asset loading, Windows