My name is Ivan Zhukouski, and I am a senior-level Unreal Engine developer with over 5 years of experience building gameplay systems, multiplayer features, tools, and plugins in Unreal Engine 4 and 5. Before focusing on Unreal, I also worked in mobile game development, contributing to projects like Count Master, which has accumulated over 600 million downloads worldwide. Over the years, I’ve built systems ranging from Souls-like combat mechanics and animation-driven movement to procedural tools, multiplayer frameworks, and custom UE plugins. I specialize in C++ gameplay architecture, networking, optimization, and tools development — the kinds of features that make games more scalable, reliable, and fun to play. I’ve also worked closely with designers, artists, and animators, so I understand full production pipelines and how to deliver clean, maintainable systems that others can build on. I stand out because I don’t just “code features” — I solve problems. I approach development with ownership, technical curiosity, and a player-first mindset. I have a strong reputation for debugging difficult issues, optimizing performance, and creating systems that are both robust and flexible. I’m also extremely self-motivated: I study new tech constantly, build prototypes, write tools to speed up workflows, and treat every project as an opportunity to push quality higher. Whether it’s gameplay systems, multiplayer architecture, custom tools, or UE5 technical features, I bring a combination of engineering depth, creativity, and consistent delivery — helping teams move faster and build better games.

Ivan Zhukouski

My name is Ivan Zhukouski, and I am a senior-level Unreal Engine developer with over 5 years of experience building gameplay systems, multiplayer features, tools, and plugins in Unreal Engine 4 and 5. Before focusing on Unreal, I also worked in mobile game development, contributing to projects like Count Master, which has accumulated over 600 million downloads worldwide. Over the years, I’ve built systems ranging from Souls-like combat mechanics and animation-driven movement to procedural tools, multiplayer frameworks, and custom UE plugins. I specialize in C++ gameplay architecture, networking, optimization, and tools development — the kinds of features that make games more scalable, reliable, and fun to play. I’ve also worked closely with designers, artists, and animators, so I understand full production pipelines and how to deliver clean, maintainable systems that others can build on. I stand out because I don’t just “code features” — I solve problems. I approach development with ownership, technical curiosity, and a player-first mindset. I have a strong reputation for debugging difficult issues, optimizing performance, and creating systems that are both robust and flexible. I’m also extremely self-motivated: I study new tech constantly, build prototypes, write tools to speed up workflows, and treat every project as an opportunity to push quality higher. Whether it’s gameplay systems, multiplayer architecture, custom tools, or UE5 technical features, I bring a combination of engineering depth, creativity, and consistent delivery — helping teams move faster and build better games.

Available to hire

My name is Ivan Zhukouski, and I am a senior-level Unreal Engine developer with over 5 years of experience building gameplay systems, multiplayer features, tools, and plugins in Unreal Engine 4 and 5. Before focusing on Unreal, I also worked in mobile game development, contributing to projects like Count Master, which has accumulated over 600 million downloads worldwide.
Over the years, I’ve built systems ranging from Souls-like combat mechanics and animation-driven movement to procedural tools, multiplayer frameworks, and custom UE plugins. I specialize in C++ gameplay architecture, networking, optimization, and tools development — the kinds of features that make games more scalable, reliable, and fun to play. I’ve also worked closely with designers, artists, and animators, so I understand full production pipelines and how to deliver clean, maintainable systems that others can build on.
I stand out because I don’t just “code features” — I solve problems.
I approach development with ownership, technical curiosity, and a player-first mindset. I have a strong reputation for debugging difficult issues, optimizing performance, and creating systems that are both robust and flexible. I’m also extremely self-motivated: I study new tech constantly, build prototypes, write tools to speed up workflows, and treat every project as an opportunity to push quality higher.
Whether it’s gameplay systems, multiplayer architecture, custom tools, or UE5 technical features, I bring a combination of engineering depth, creativity, and consistent delivery — helping teams move faster and build better games.

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Experience Level

Expert
Expert

Language

Belarusian
Advanced
Russian
Fluent

Work Experience

Unreal Engine Game Developer at Independent / Freelance (Unreal Engine game development)
January 1, 2020 - November 13, 2025
Developed and optimized gameplay mechanics using C++ and Blueprints for Unreal Engine 5, implemented multiplayer features (Replication, Server-Client Architecture), created AI systems (Behavior Trees, AI Perception, EQS), optimized rendering and memory, designed levels, created animations, and collaborated with artists, designers and testers on PCG metasounds and combat systems.

Education

Add your educational history here.

Qualifications

Bachelor's Degree in Medicine
January 1, 2009 - January 1, 2014

Industry Experience

Gaming, Software & Internet, Media & Entertainment