I’m a Gameplay & UI Engineer specializing in Unreal Engine (UE4/UE5), with hands-on experience delivering AAA and large-scale Unreal projects, including PAYDAY 3. I focus on building scalable gameplay systems and polished HUD and UI solutions using C++, Blueprints, GAS and multiplayer fundamentals. After over a decade in professional software engineering, I transitioned into game development, bringing a strong foundation in maintainable architecture, cross-discipline collaboration and production-quality code to Unreal Engine projects.
My work emphasizes console and cross-platform UX, including controller-first navigation, focus management and service-driven interfaces, ensuring reliable player-centric experiences across PC, PS5 and Xbox. After a short career break for maternity leave, I am now actively seeking new opportunities as an Unreal Engine Gameplay or UI Engineer, where I can continue growing and delivering high-quality game experiences.
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Contributed as a 𝐔𝐈 𝐄𝐧𝐠𝐢𝐧𝐞𝐞𝐫 to the early UI implementation for the 𝐒𝐞𝐫𝐯𝐞𝐫 𝐁𝐫𝐨𝐰𝐬𝐞𝐫 𝐟𝐞𝐚𝐭𝐮𝐫𝐞 and the complete 𝐫𝐞𝐯𝐚𝐦𝐩 𝐨𝐟 𝐏𝐚𝐲𝐝𝐚𝐲 3’𝐬 𝐒𝐨𝐜𝐢𝐚𝐥 𝐌𝐞𝐧𝐮, migrating the existing system to a new architecture aligned with updated design, user experience goals, and backend social services.
𝐊𝐞𝐲 𝐂𝐨𝐧𝐭𝐫𝐢𝐛𝐮𝐭𝐢𝐨𝐧𝐬 for the 𝐒𝐨𝐜𝐢𝐚𝐥 𝐌𝐞𝐧𝐮 𝐑𝐞𝐯𝐚𝐦𝐩:
● Implemented the 𝐔𝐈 𝐜𝐨𝐧𝐯𝐞𝐫𝐬𝐢𝐨𝐧 𝐟𝐫𝐨𝐦 𝐭𝐡𝐞 𝐥𝐞𝐠𝐚𝐜𝐲 𝐬𝐲𝐬𝐭𝐞𝐦 𝐭𝐨 𝐚 𝐧𝐞𝐰 𝐚𝐫𝐜𝐡𝐢𝐭𝐞𝐜𝐭𝐮𝐫𝐞, following updated design, usability and functional requirements
● Developed new 𝐔𝐈 𝐖𝐢𝐝𝐠𝐞𝐭𝐬 𝐚𝐧𝐝 𝐟𝐞𝐚𝐭𝐮𝐫𝐞𝐬 using 𝐂++ 𝐚𝐧𝐝 𝐔𝐧𝐫𝐞𝐚𝐥 𝐄𝐧𝐠𝐢𝐧𝐞 𝐁𝐥𝐮𝐞𝐩𝐫𝐢𝐧𝐭𝐬
● Improved 𝐧𝐚𝐯𝐢𝐠𝐚𝐭𝐢𝐨𝐧 𝐚𝐧𝐝 𝐮𝐬𝐚𝐛𝐢𝐥𝐢𝐭𝐲 across social, friends, and invite screens by replacing static bottom-HUD buttons with 𝐜𝐨𝐧𝐭𝐞𝐱𝐭-𝐦𝐞𝐧𝐮-𝐛𝐚𝐬𝐞𝐝, 𝐬𝐭𝐚𝐭𝐞-𝐚𝐰𝐚𝐫𝐞 𝐚𝐜𝐭𝐢𝐨𝐧𝐬
● Enhanced 𝐮𝐬𝐞𝐫 𝐬𝐭𝐚𝐭𝐞 𝐩𝐫𝐞𝐬𝐞𝐧𝐭𝐚𝐭𝐢𝐨𝐧 𝐚𝐧𝐝 𝐜𝐥𝐚𝐫𝐢𝐭𝐲, with improved online/offline, availability, and lobby indicators, plus visual differentiation for blocked users and crew members
● Implemented 𝐩𝐥𝐚𝐭𝐟𝐨𝐫𝐦-𝐛𝐚𝐬𝐞𝐝 𝐮𝐬𝐞𝐫 𝐠𝐫𝐨𝐮𝐩𝐢𝐧𝐠 (console / PC) and improved 𝐮𝐬𝐞𝐫 𝐥𝐢𝐬𝐭 𝐨𝐫𝐠𝐚𝐧𝐢𝐳𝐚𝐭𝐢𝐨𝐧
● Ensured 𝐜𝐨𝐧𝐬𝐢𝐬𝐭𝐞𝐧𝐭 𝐜𝐫𝐨𝐬𝐬-𝐩𝐥𝐚𝐭𝐟𝐨𝐫𝐦 𝐔𝐗, validating full support for 𝐜𝐨𝐧𝐭𝐫𝐨𝐥𝐥𝐞𝐫 𝐚𝐧𝐝 𝐦𝐨𝐮𝐬𝐞/𝐤𝐞𝐲𝐛𝐨𝐚𝐫𝐝 𝐢𝐧𝐩𝐮𝐭, including navigation and focus handling
● Collaborated closely with backend engineering to 𝐢𝐧𝐭𝐞𝐠𝐫𝐚𝐭𝐞 𝐮𝐩𝐝𝐚𝐭𝐞𝐝 𝐬𝐨𝐜𝐢𝐚𝐥 𝐦𝐞𝐧𝐮 𝐬𝐞𝐫𝐯𝐢𝐜𝐞𝐬
● Actively 𝐢𝐝𝐞𝐧𝐭𝐢𝐟𝐢𝐞𝐝, 𝐟𝐢𝐱𝐞𝐝, 𝐚𝐧𝐝 𝐯𝐚𝐥𝐢𝐝𝐚𝐭𝐞𝐝 𝐧𝐮𝐦𝐞𝐫𝐨𝐮𝐬 𝐒𝐨𝐜𝐢𝐚𝐥 𝐌𝐞𝐧𝐮 𝐛𝐮𝐠𝐬, improving overall stability and reliability
● Tested and validated UI behavior against backend changes, edge cases, and platform-specific scenarios to ensure robust social and party interactions
Contributed as a 𝐔𝐈 𝐄𝐧𝐠𝐢𝐧𝐞𝐞𝐫 on the console port of a large-scale MMORPG originally developed for PC and Mobile (NDA). The project focused on adapting existing PC UI, HUD systems and input interactions into an intuitive, performant console experience using 𝐜𝐨𝐧𝐭𝐫𝐨𝐥𝐥𝐞𝐫-𝐛𝐚𝐬𝐞𝐝 𝐧𝐚𝐯𝐢𝐠𝐚𝐭𝐢𝐨𝐧 for PlayStation 5 and Xbox platforms.
This was my first project with a dedicated focus on UI Engineering, where I quickly ramped up on console-specific UX challenges and delivered high-quality implementations with minimal defects, receiving positive feedback for reliability and polish.
𝐊𝐞𝐲 𝐂𝐨𝐧𝐭𝐫𝐢𝐛𝐮𝐭𝐢𝐨𝐧𝐬 / 𝐑𝐞𝐬𝐩𝐨𝐧𝐬𝐢𝐛𝐢𝐥𝐢𝐭𝐢𝐞𝐬:
● Converted 𝐦𝐨𝐮𝐬𝐞/𝐤𝐞𝐲𝐛𝐨𝐚𝐫𝐝-𝐝𝐫𝐢𝐯𝐞𝐧 𝐔𝐈 𝐚𝐧𝐝 𝐇𝐔𝐃 𝐬𝐲𝐬𝐭𝐞𝐦𝐬, including the 𝐌𝐚𝐢𝐧 𝐌𝐞𝐧𝐮, 𝐈𝐧𝐯𝐞𝐧𝐭𝐨𝐫𝐲, 𝐂𝐨𝐦𝐛𝐚𝐭 𝐒𝐤𝐢𝐥𝐥𝐬, 𝐚𝐧𝐝 𝐖𝐨𝐫𝐥𝐝 𝐌𝐚𝐩, to fully support 𝐠𝐚𝐦𝐞𝐩𝐚𝐝 𝐢𝐧𝐩𝐮𝐭, including stick navigation, button prompts, and focus-based interaction, based on new console designs.
● Collaborated closely with 𝐔𝐗 𝐃𝐞𝐬𝐢𝐠𝐧𝐞𝐫𝐬, 𝐔𝐈 𝐀𝐫𝐭𝐢𝐬𝐭𝐬, 𝐨𝐭𝐡𝐞𝐫 𝐄𝐧𝐠𝐢𝐧𝐞𝐞𝐫𝐬, 𝐐𝐀 𝐭𝐞𝐚𝐦, 𝐚𝐧𝐝 𝐩𝐫𝐨𝐝𝐮𝐜𝐞𝐫𝐬 to deliver polished UI features aligned with design intent.
● Completed JIRA tasks efficiently and proactively took on additional UI work as bandwidth allowed.
● Worked closely with QA teams to clarify expected behavior, investigate issues, and ensure console-ready quality with minimal defects.
● Authored and maintained 𝐔𝐈 𝐝𝐨𝐜𝐮𝐦𝐞𝐧𝐭𝐚𝐭𝐢𝐨𝐧 for implemented systems, tools, and workflows.
● Performed 𝐜𝐫𝐨𝐬𝐬-𝐩𝐥𝐚𝐭𝐟𝐨𝐫𝐦 𝐭𝐞𝐬𝐭𝐢𝐧𝐠 on PS5 and Xbox hardware to identify and resolve UI, input, and performance issues.
𝐅𝐨𝐜𝐮𝐬 𝐀𝐫𝐞𝐚𝐬 & 𝐒𝐤𝐢𝐥𝐥𝐬:
● HUD & UI Systems
● Console UI/UX adaptation
● Controller input mapping & navigation systems
● Cross-Disciplinary collaboration
● Cross-Platform Testing (PS5 / Xbox)
● Documentation & workflow optimization
Contributed for two months as an 𝐔𝐧𝐫𝐞𝐚𝐥 𝐄𝐧𝐠𝐢𝐧𝐞 𝐄𝐧𝐠𝐢𝐧𝐞𝐞𝐫 on an 𝐮𝐧𝐚𝐧𝐧𝐨𝐮𝐧𝐜𝐞𝐝, 𝐚𝐥𝐥-𝐢𝐧-𝐨𝐧𝐞 𝐥𝐢𝐯𝐞𝐬𝐭𝐫𝐞𝐚𝐦𝐢𝐧𝐠 𝐚𝐩𝐩𝐥𝐢𝐜𝐚𝐭𝐢𝐨𝐧 𝐛𝐮𝐢𝐥𝐭 𝐰𝐢𝐭𝐡 𝐔𝐧𝐫𝐞𝐚𝐥 𝐄𝐧𝐠𝐢𝐧𝐞 5. The project focused on preparing the product for release by stabilizing the application through extensive bug fixing and validation across core systems, improving reliability, usability, and overall user experience for content creators.
Part of the work involved debugging and validating issues related to 𝐭𝐡𝐢𝐫𝐝-𝐩𝐚𝐫𝐭𝐲 𝐬𝐭𝐫𝐞𝐚𝐦𝐢𝐧𝐠 𝐩𝐥𝐚𝐭𝐟𝐨𝐫𝐦 𝐢𝐧𝐭𝐞𝐠𝐫𝐚𝐭𝐢𝐨𝐧, including 𝐓𝐰𝐢𝐭𝐜𝐡 𝐞𝐱𝐭𝐞𝐧𝐬𝐢𝐨𝐧𝐬, which was a new technical area for me.
𝐊𝐞𝐲 𝐂𝐨𝐧𝐭𝐫𝐢𝐛𝐮𝐭𝐢𝐨𝐧𝐬 / 𝐑𝐞𝐬𝐩𝐨𝐧𝐬𝐢𝐛𝐢𝐥𝐢𝐭𝐢𝐞𝐬:
● Investigated, fixed, and validated 𝐧𝐮𝐦𝐞𝐫𝐨𝐮𝐬 𝐛𝐮𝐠𝐬 across the application as part of a release-readiness phase
● Worked extensively in 𝐔𝐧𝐫𝐞𝐚𝐥 𝐄𝐧𝐠𝐢𝐧𝐞 5 to debug UI behavior, interaction flows, and runtime issues
● Improved 𝐚𝐩𝐩𝐥𝐢𝐜𝐚𝐭𝐢𝐨𝐧 𝐬𝐭𝐚𝐛𝐢𝐥𝐢𝐭𝐲 𝐚𝐧𝐝 𝐮𝐬𝐚𝐛𝐢𝐥𝐢𝐭𝐲 in real-time streaming scenarios
● Collaborated closely with the team to 𝐫𝐞𝐩𝐫𝐨𝐝𝐮𝐜𝐞 𝐢𝐬𝐬𝐮𝐞𝐬, 𝐯𝐞𝐫𝐢𝐟𝐲 𝐟𝐢𝐱𝐞𝐬, 𝐚𝐧𝐝 𝐚𝐯𝐨𝐢𝐝 𝐫𝐞𝐠𝐫𝐞𝐬𝐬𝐢𝐨𝐧𝐬
● Assisted in identifying edge cases related to real-time rendering, user interaction, and creator workflows
● Participated in testing and quality validation to ensure fixes met production and release standards
- Mini-map proximity indicators for clues and relics
- World-space highlighting for revealed relic locations
- HUD messages and map updates on clue or relic collection
● Implemented the 𝐫𝐞𝐥𝐢𝐜 𝐜𝐥𝐚𝐢𝐦 𝐚𝐧𝐝 𝐜𝐡𝐚𝐬𝐞 𝐩𝐡𝐚𝐬𝐞, revealing the position of the player carrying the relic to all other players, enabling a high-risk escape-and-hunt gameplay loop
● Developed 𝐍𝐏𝐂 𝐟𝐮𝐧𝐜𝐭𝐢𝐨𝐧𝐚𝐥𝐢𝐭𝐲 𝐟𝐨𝐫 𝐫𝐞𝐥𝐢𝐜 𝐠𝐮𝐚𝐫𝐝𝐬, including roaming behavior, player detection, and combat states to challenge players during retrieval
● Created 𝐚𝐫𝐭𝐢𝐟𝐚𝐜𝐭/𝐢𝐭𝐞𝐦 𝐩𝐨𝐰𝐞𝐫𝐬 to prototype temporary “super powers” while carrying a relic
● Collaborated closely with designers to rapidly iterate on mechanics and validate gameplay loops
● Focused on 𝐫𝐚𝐩𝐢𝐝 𝐩𝐫𝐨𝐭𝐨𝐭𝐲𝐩𝐢𝐧𝐠 𝐚𝐧𝐝 𝐥𝐞𝐚𝐫𝐧𝐢𝐧𝐠, experimenting with multiple small gameplay features that could teach best practices
Worked on 𝐓𝐫𝐞𝐚𝐬𝐮𝐫𝐞 𝐇𝐮𝐧𝐭, an internal UE5 prototyping initiative using the 𝐆𝐚𝐦𝐞𝐩𝐥𝐚𝐲 𝐀𝐛𝐢𝐥𝐢𝐭𝐲 𝐒𝐲𝐬𝐭𝐞𝐦 (𝐆𝐀𝐒) and the 𝐋𝐲𝐫𝐚 sample project, focused on exploring innovative survival/shooter mechanics. The goal was to quickly prototype core gameplay systems, including traversal, search/treasure mechanics, and NPC interactions, while learning GAS and testing new systems for potential future projects.
𝐊𝐞𝐲 𝐂𝐨𝐧𝐭𝐫𝐢𝐛𝐮𝐭𝐢𝐨𝐧𝐬 / 𝐑𝐞𝐬𝐩𝐨𝐧𝐬𝐢𝐛𝐢𝐥𝐢𝐭𝐢𝐞𝐬:
● Leveraged and adapted 𝐋𝐲𝐫𝐚’𝐬 𝐛𝐚𝐬𝐞 𝐬𝐲𝐬𝐭𝐞𝐦𝐬 for camera, controls, and character handling to support rapid prototyping
● Implemented a 𝐦𝐮𝐥𝐭𝐢-𝐬𝐭𝐚𝐠𝐞 𝐚𝐫𝐭𝐢𝐟𝐚𝐜𝐭 (𝐫𝐞𝐥𝐢𝐜) 𝐬𝐞𝐚𝐫𝐜𝐡 𝐚𝐧𝐝 𝐫𝐞𝐭𝐫𝐢𝐞𝐯𝐚𝐥 𝐬𝐲𝐬𝐭𝐞𝐦 with clue-based discovery flow and global player notifications
● Developed 𝐚𝐫𝐭𝐢𝐟𝐚𝐜𝐭 𝐚𝐧𝐝 𝐫𝐞𝐥𝐢𝐜 𝐬𝐭𝐚𝐭𝐞 𝐦𝐚𝐧𝐚𝐠𝐞𝐦𝐞𝐧𝐭, including randomized world placement, status tracking, and ownership handling
● Implemented 𝐰𝐨𝐫𝐥𝐝 𝐚𝐧𝐝 𝐇𝐔𝐃 𝐟𝐞𝐞𝐝𝐛𝐚𝐜𝐤 𝐬𝐲𝐬𝐭𝐞𝐦𝐬 to support the relic hunt loop:
Contributed as a 𝐆𝐚𝐦𝐞𝐩𝐥𝐚𝐲 𝐄𝐧𝐠𝐢𝐧𝐞𝐞𝐫 on an early prototype of a cartoon-style, arcade 3v3 basketball game featuring unique “Monstar” characters with distinct abilities, stats, and playstyles. This was my first professional Unreal Engine project, following a career transition from Full Stack Web and Enterprise Development.
𝐆𝐚𝐦𝐞𝐩𝐥𝐚𝐲 𝐂𝐨𝐧𝐭𝐫𝐢𝐛𝐮𝐭𝐢𝐨𝐧𝐬:
● Implemented core 𝐠𝐚𝐦𝐞𝐩𝐥𝐚𝐲 𝐬𝐲𝐬𝐭𝐞𝐦𝐬 using 𝐔𝐧𝐫𝐞𝐚𝐥 𝐄𝐧𝐠𝐢𝐧𝐞 (𝐂++ & 𝐁𝐥𝐮𝐞𝐩𝐫𝐢𝐧𝐭𝐬), focusing on character actions such as shooting, passing, dunking, blocking, stealing, character movement and character selection.
● Contributed to the 𝐂𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫 𝐀𝐛𝐢𝐥𝐢𝐭𝐲 𝐒𝐲𝐬𝐭𝐞𝐦 using 𝐔𝐧𝐫𝐞𝐚𝐥’𝐬 𝐆𝐚𝐦𝐞𝐩𝐥𝐚𝐲 𝐀𝐛𝐢𝐥𝐢𝐭𝐲 𝐒𝐲𝐬𝐭𝐞𝐦 (𝐆𝐀𝐒), for both standard actions and character-specific abilities, supporting multiplayer replication.
● Developed gameplay core logic within 𝐆𝐚𝐦𝐞𝐌𝐨𝐝𝐞 𝐚𝐧𝐝 𝐆𝐚𝐦𝐞𝐒𝐭𝐚𝐭𝐞, handling scoring, rounds, timers, teams, ball state and game state.
● Collaborated with animators to integrate gameplay-driven 𝐚𝐧𝐢𝐦𝐚𝐭𝐢𝐨𝐧 𝐦𝐨𝐧𝐭𝐚𝐠𝐞𝐬 𝐚𝐧𝐝 𝐬𝐞𝐪𝐮𝐞𝐧𝐜𝐞𝐬 into gameplay and abilities.
● Worked on 𝐦𝐮𝐥𝐭𝐢𝐩𝐥𝐚𝐲𝐞𝐫 𝐟𝐮𝐧𝐝𝐚𝐦𝐞𝐧𝐭𝐚𝐥𝐬, including character movement replication and network synchronization.
● Assisted with 𝐔𝐈 𝐠𝐚𝐦𝐞𝐩𝐥𝐚𝐲 𝐞𝐥𝐞𝐦𝐞𝐧𝐭𝐬 (scoreboard, court markings) and in-game debugging tools.
● Actively fixed gameplay, animation, and multiplayer-related bugs throughout development.
𝐅𝐨𝐜𝐮𝐬 𝐀𝐫𝐞𝐚𝐬 & 𝐓𝐞𝐜𝐡𝐧𝐨𝐥𝐨𝐠𝐢𝐞𝐬:
● Gameplay Systems & Prototyping
● Unreal Engine (C++ & Blueprints)
● Gameplay Ability System (GAS)
● Multiplayer Basics & Replication
● Character Movement & Animation
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