I'm a Gameplay Engineer with 4 years of experience in game development, focused on building scalable, modular, and maintainable gameplay frameworks aligned with Lyra and Game Feature standards. I'm experienced in both gameplay feature implementation and in-editor tool development, aiming to empower designers and streamline production workflows, with a passion for delivering robust, data-driven systems.

Dang Duc Tri

I'm a Gameplay Engineer with 4 years of experience in game development, focused on building scalable, modular, and maintainable gameplay frameworks aligned with Lyra and Game Feature standards. I'm experienced in both gameplay feature implementation and in-editor tool development, aiming to empower designers and streamline production workflows, with a passion for delivering robust, data-driven systems.

Available to hire

I’m a Gameplay Engineer with 4 years of experience in game development, focused on building scalable, modular, and maintainable gameplay frameworks aligned with Lyra and Game Feature standards.

I’m experienced in both gameplay feature implementation and in-editor tool development, aiming to empower designers and streamline production workflows, with a passion for delivering robust, data-driven systems.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate

Language

English
Advanced
Vietnamese
Fluent

Work Experience

Unreal Engine Gameplay Programmer (Contract) at Diaspora Games
February 1, 2025 - June 14, 2025
Project Elemental: https://store.steampowered.com/app/2335890/Project_Elementals/ Handled most of the gameplay and core logic development, and created in-editor tools to accelerate other team members’ workflows. C++ • Developed and encapsulated core FPS mechanics, preserving upstream compatibility and simplifying future upgrades. Example: inherited Lyra’s weapon system and built first-person logic based on the parent weapon classes. • Refactored the project architecture to align with Epic’s Lyra standards, improving modularity, maintainability, and scalability. Example: migrated core logic (e.g., weapon instances, character classes) into C++ Source modules while keeping Blueprint layers clean and data-driven. • Implemented client–server replication for critical FPS actions such as shooting, reloading, and weapon swapping to ensure reliable synchronization in multiplayer matches. Example: integrated server-side rewind (lag compensation) to improve hit detection accuracy under high-latency conditions. • Extended Unreal’s Gameplay Ability System (GAS) by creating custom Ability Tasks (e.g., FP_PlayMontageAndWait) targeting specific skeletal meshes (such as FPS arm meshes), enabling first-person-specific animation playback. • Developed character abilities, in both C++ and Blueprints. • Integrated a dynamic cosmetics system that swaps character meshes and skins at runtime using modular C++ components loaded via Lyra Experience and Game Feature Data Assets. • Implemented new gameplay attributes (stamina, health, mana, elemental resistances) using GAS for scalable stat management, leveraging Gameplay Effects, Gameplay Tags, and Execution Calculations to handle additive and subtractive stat modifications. • Developed custom Unreal Editor C++ automation tools to accelerate repetitive Blueprint setup tasks which was a Game Designer's task. Example: built an in-editor tool that parses Excel configuration files to automatically generate and organize WeaponInstance Blueprint assets into their respective weapon folders. Blueprints • Implemented UI logic (HUD, health/ammo indicators) using Common UI, and bound gameplay events from GAS for real-time updates. • Set up FPS animation states (aim down sights, weapon sway, sprinting, reload) through Animation Blueprints and animation layers. • Prototyped and tested gameplay features in Blueprint before migrating finalized systems into C++ for performance and maintainability. • Implemented elemental ability VFX (flamethrower, frost breath) by combining Material Graph, Niagara, and Gameplay Ability System events, ensuring the FX timing and intensity dynamically respond to ability activation and character state.
Unreal Engine Developer at Gianty VN
August 1, 2024 - May 31, 2025
GIANTY VN (Fulltime) Unreal Engine Developer Aug 2024- May 2025 Bastoi - Tekfall Supreme: for the security purpose I cannot directly show the project because the customer has not published it yet Project preview/introduction: https://www.youtube.com/watch?v=d47VDGbb1I8&t=81s Developed and maintained core systems using Unreal Engine 5, blending C++ and Blueprints for a highly modular and scalable architecture. C++: • Applied SOLID principles to structure and enhance the game's architecture for both single-player and multiplayer modes. • Implemented advanced Unreal Engine systems such as Gameplay Ability System (GAS) for complex combat mechanics, character progression, and abilities. • Created custom latent actions/tasks in C++ for Blueprint usage to handle timing, asynchronous workflow. • Designed and integrated UI systems, including dynamic menus and HUDs, using UMG and Blueprint scripting. Blueprint: • Leveraged Blueprint Interfaces and Event Dispatchers for modular and scalable communication between gameplay objects. • Designed and integrate interactive UI elements using UMG and Blueprint scripting, including dynamic menus, HUDs, and in-game notifications. • Worked on Blueprint scripting for AI behaviors, animations, and environmental interactions, collaborating with designers to bring creative ideas to life. • Exposed C++ functionality to Blueprints, enabling game designers to work with complex systems easily without requiring direct code changes. • Optimized large Blueprint graphs by reducing complexity and ensuring maintainable structures, improving game performance and debugging workflows. ARPG game template: Developed action rpg game template based on Lyra, utilize Game Features and Modular Gameplay plugins, mainly use C++ (80%) and BP (20%) C++: • Wrote new arpg game core using C++ and Blueprint with Game Features plugin • Followed Lyra standard to make sure the source code modular and scalable in the future • Created new ARPG Abilities, Combo systems, that utilize the original source code of Lyra • Created new Attributes, Gameplay Effects with new GameplayEffectExecutionCalculation • Handled calculating and applying Damage • Utilized Gameplay Message Router plugin to update changes into UI Widgets. Blueprint: • Setup the Data Assets such as: Lyra Experience, Ability Set, UI Data set • Handled UI delegates to update Attributes when changes happen via Gameplay Message Router plugin as describe above
Game QC Engineer at Aviron Active
January 1, 2024 - August 31, 2024
Performed manual and regression testing for game versions according to design documents, created test cases, and reported results to QA lead. Assisted developers in bug fixing, analyzed and reproduced bugs from live users. Managed bug tracking using company bug base. Researched and collaborated on automation processes to improve testing efficiency. Technologies used included Unity, C#, Altester, and Appium. Projects handled included apps for rowing and bike machines.
Intern Unity Game Developer at Puzzle Studio
March 1, 2022 - July 31, 2022
Received training from basic to advanced knowledge of Unity. Fixed bugs and reskinned projects based on design documents. Managed SDKs including tracking, analytics, ads, and built projects. Created custom Unity Editor tools and researched new technologies like Dependency Injection, State Machine, and Behavior Tree. Applied advanced OOP and SOLID principles for maintainable and reusable code. Worked on multiple casual game titles for Android.
Game Tester at Gameloft Viet Nam
February 1, 2018 - May 31, 2019
Performed manual and automation testing for games such as Sniper Fury, Asphalt 9, and Dragon Mania Legends. Created test cases and checklists, reported bugs, and performed regression testing. Assisted developers in troubleshooting and fixing bugs. Managed bug tracking and analyzed bugs from live users.
Unreal Engine Tool Developer (ArchViz) at Upwork (ArchViz)
October 1, 2025 - November 7, 2025
Designed and implemented a custom Unreal Editor tool to streamline Level Streaming management and asset organization for an ArchViz production pipeline. Built the editor interface using Slate Widgets and Editor Utility Widgets, integrating with the LevelStreamingSubsystem to provide real-time level visibility control. Automated sub-level registration, loading/unloading, and persistent level synchronization, enabling artists to manage large environments through a single, unified editor panel. Developed a C++-driven persistent level optimizer, allowing dynamic save/load of sub-level data directly within the Editor. Reduced redundant sub-levels by ~66%, cutting persistent level load times from 20+ seconds to around 5 seconds, significantly improving scene iteration speed for environment artists.

Education

Bachelor's Degree at Ho Chi Minh University of Foreign Languages - Information Technology
October 1, 2016 - December 31, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services, Education