I am an innovative Senior Gameplay Engineer with 25+ years of experience delivering high-performance gameplay across PC, console, mobile, AR, and VR. I specialize in Unreal Engine, cross-platform development, and building scalable multiplayer systems. I thrive on mentoring teammates, optimizing loading flows, and turning creative visions into robust, ship-ready gameplay. I’ve led teams and collaborated across disciplines to unify design and engineering goals, drive performance improvements, and deliver engaging player experiences on time and within constraints.

Jamien McBride

I am an innovative Senior Gameplay Engineer with 25+ years of experience delivering high-performance gameplay across PC, console, mobile, AR, and VR. I specialize in Unreal Engine, cross-platform development, and building scalable multiplayer systems. I thrive on mentoring teammates, optimizing loading flows, and turning creative visions into robust, ship-ready gameplay. I’ve led teams and collaborated across disciplines to unify design and engineering goals, drive performance improvements, and deliver engaging player experiences on time and within constraints.

Available to hire

I am an innovative Senior Gameplay Engineer with 25+ years of experience delivering high-performance gameplay across PC, console, mobile, AR, and VR. I specialize in Unreal Engine, cross-platform development, and building scalable multiplayer systems. I thrive on mentoring teammates, optimizing loading flows, and turning creative visions into robust, ship-ready gameplay.

I’ve led teams and collaborated across disciplines to unify design and engineering goals, drive performance improvements, and deliver engaging player experiences on time and within constraints.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate

Work Experience

Senior Gameplay Engineer at Impact Theory
June 1, 2025 - October 27, 2025
Developing AI bots/Bosses using Behavior Trees, EQS, SubTrees, and Blackboards, with performance and networking in mind. Creating weapons and weapon systems for AI and Players. Converting Blueprints to C++ for performance and identifying issues. Restructuring asset management and naming conventions.
Senior Gameplay Engineer at Rainbow Studios
October 1, 2023 - October 1, 2023
Senior developer on Monster Jam 2, delivering a fully functional single-player and online multiplayer experience, contributing to increased player engagement. Designed and implemented a seamless level transition system when travelling between levels in an open world. Implemented MX Legends single-player career mode, optimizing gameplay mechanics and progression, enhancing user retention. Refactored Blueprint code into efficient C++ for MX vs. ATV Legends, improving performance and reducing load times. Developed and optimized network replication for multiplayer synchronization. Mentored five junior engineers to boost productivity and accelerate feature development.
Generalist / Gameplay Engineer at Psyop
January 1, 2018 - January 1, 2018
Integrated ARCore to develop an AR board game with real-time 3D tile-based gameplay. Engineered a multiplayer Battleship AR prototype over a local network with stable 60 FPS. Prototyped a two-player Mario Kart VR experience with synchronized gameplay between a TV driver and VR passenger. Designed and optimized a Spiderman-inspired multiplayer VR experience with fluid swinging mechanics across a dynamic cityscape. Prototyped Thrall VR with physics-based puzzles controlled by hand-tracking to boost player immersion.
Senior Generalist / Gameplay Engineer at Psyonix, Inc
January 1, 2017 - January 1, 2017
Led online multiplayer and gameplay systems for Rocket League, including player-to-player trading, after-match highlight replay, and cross-platform stability improvements. Contributed to Nosgoth AI and gameplay, and designed a data-driven gameplay metric tracking system to support monetization and player retention.
Senior Gameplay Engineer at Molten
January 1, 2014 - January 1, 2014
Led core gameplay development for Blunderbuss in Unreal Engine 4, optimizing performance and stability in early UE4 adoption. Implemented combat mechanics for responsive multiplayer, refactored critical Blueprint systems into C++, and designed real-time multiplayer features while collaborating with designers and artists to realize the creative vision.
Senior Gameplay Engineer at Liquid Entertainment
January 1, 2013 - January 1, 2013
Led gameplay systems across 10+ titles, including seamless level transitions in open-world contexts. Engineered real-time multiplayer and AI-driven mechanics for Dungeons & Dragons: Warbands on iOS, Facebook, Kongregate, and Steam. Implemented Terrain Pixel Shaders and foliage swaying, and led backend services (PHP, SQL) for analytics and data-driven monetization. Refactored legacy in-house engines and transitioned development to Unreal Engine 3 and Unity to improve efficiency.
Junior Programmer at Check Six
January 1, 2002 - January 1, 2002
Spyro: Enter the Dragonfly (PS2 - In-House Engine, C++) - Developed and scripted gameplay mechanics and sound scripting systems to enhance player interaction and immersion.

Education

Bachelor of Science: Computer Science at DigiPen Institute of Technology
January 1, 2001 - October 27, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming