I am a technically proficient Game Developer with extensive experience working on and building real-time, scalable gameplay systems in Unity (C#) and Unreal Engine 4/5 (C++/Blueprints) on AAA and indie games. I am strongly proficient in implementing multiplayer architecture with client-server matchmaking, replication mechanisms, and latency compensation to enable up to 64-player sessions on desktop, console, and mobile. I have a strong foundation in mathematical concepts used for real-time physics simulation and animation systems, with a focus on high-performance, data-driven development emphasizing maintainability, scalability, and responsiveness. Throughout my career, I have contributed to several high-profile projects across a variety of genres including RPG, tactical combat, and open-world games, collaborating cross-functionally with AI, Gameplay, Networking, Tools, and UI/UX teams. I am passionate about crafting immersive gameplay mechanics and optimizing performance to deliver smooth player experiences on multiple platforms.

Jacob William Landers

I am a technically proficient Game Developer with extensive experience working on and building real-time, scalable gameplay systems in Unity (C#) and Unreal Engine 4/5 (C++/Blueprints) on AAA and indie games. I am strongly proficient in implementing multiplayer architecture with client-server matchmaking, replication mechanisms, and latency compensation to enable up to 64-player sessions on desktop, console, and mobile. I have a strong foundation in mathematical concepts used for real-time physics simulation and animation systems, with a focus on high-performance, data-driven development emphasizing maintainability, scalability, and responsiveness. Throughout my career, I have contributed to several high-profile projects across a variety of genres including RPG, tactical combat, and open-world games, collaborating cross-functionally with AI, Gameplay, Networking, Tools, and UI/UX teams. I am passionate about crafting immersive gameplay mechanics and optimizing performance to deliver smooth player experiences on multiple platforms.

Available to hire

I am a technically proficient Game Developer with extensive experience working on and building real-time, scalable gameplay systems in Unity (C#) and Unreal Engine 4/5 (C++/Blueprints) on AAA and indie games. I am strongly proficient in implementing multiplayer architecture with client-server matchmaking, replication mechanisms, and latency compensation to enable up to 64-player sessions on desktop, console, and mobile. I have a strong foundation in mathematical concepts used for real-time physics simulation and animation systems, with a focus on high-performance, data-driven development emphasizing maintainability, scalability, and responsiveness.

Throughout my career, I have contributed to several high-profile projects across a variety of genres including RPG, tactical combat, and open-world games, collaborating cross-functionally with AI, Gameplay, Networking, Tools, and UI/UX teams. I am passionate about crafting immersive gameplay mechanics and optimizing performance to deliver smooth player experiences on multiple platforms.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate

Language

English
Fluent
Japanese
Advanced

Work Experience

Senior Technical Gameplay Engineer – Unreal Engine 4/5 at Square Enix Tokyo
July 1, 2025 - August 8, 2025
Designed full-featured combat ability systems using Blueprint/C++ hybrid modules, including cast buffering, input prediction, animation montages, and status effect propagation. Implemented AI utility systems integrating NavMesh-based threat prediction, crowd steering, and interruptible tasks, increasing large-scale battle AI responsiveness by approximately 21%. Collaborated with level designers to construct modular combat encounter templates with spline-based actor spawning, difficulty ramps, and sequencer-triggered event chains. Integrated Gameplay Ability System with tag-driven activation, cooldown interpolation, conditional interrupts, and attribute-based damage scaling. Utilized UE4’s Sequencer and Gameplay Cues system for cinematic gameplay blends, ensuring frame-perfect animation-sync and camera behaviors. Leveraged UE5’s Nanite and Lumen systems to build gameplay-aware lighting triggers and photorealistic environment interactions, enhancing visual fidelity in real-time actio
Senior Technical Gameplay Engineer – Unity at Square Enix Tokyo
July 1, 2025 - August 8, 2025
Developed cross-platform mobile combat systems using event-driven architecture and lightweight co-routine orchestration for consistent gameplay on Android and iOS. Re-engineered Unity Animator state transitions with modular blend trees and scripted clip masking, reducing visual glitches and animation rework by approximately 40%. Built responsive UI interaction frameworks using Unity UI Toolkit and custom shaders to support dynamic resolution scaling, improving mid-tier device UX ratings by approximately 14% in live user analytics. Led development of in-house localization asset manager, cutting regional string integration time by approximately 60% during global rollout phases. Constructed optimized asset bundling strategy using Addressables and scriptable object-driven content pipelines, minimizing first-load times by 28% on average.
Gameplay & AI Engineer – Unreal Engine 4 at Yuke's Co.
December 31, 2020 - August 8, 2025
Engineered scalable third-person shooter mechanics supporting up to 100+ active AI agents, dynamic spawns, and destructible environments across open-world battle zones. Designed and implemented modular blackboard-driven AI architecture with hierarchical state machines and interruptible combat logic, reducing redundant behavior code by ~45%. Developed custom enemy targeting, threat detection, and reaction frameworks enabling reactive combat against player weapons, environmental hazards, and ally AI. Built and profiled multithreaded simulation subsystems for mass creature behavior optimizing average CPU cost per AI tick by ~32% in high-density engagements. Integrated C++-based animation events and damage curves using UE4’s animation notifies and blend spaces to ensure seamless player/enemy interactions within real-time constraints.
Gameplay Programmer – Unreal Engine 4 at Yuke's Co., Ltd
April 1, 2019 - August 8, 2025
Contributed as Unreal Engine 4 Gameplay Programmer on Earth Defense Force: Iron Rain, a fast-paced third-person action shooter known for large-scale enemy encounters and destructible environments. Responsible for implementing and optimizing core gameplay systems, enemy AI, and player combat mechanics, ensuring smooth performance on PlayStation 4 under heavy scene load. First EDF game developed in Unreal Engine 4, bringing improved graphics and smoother performance. Built dynamic third-person shooter combat frameworks including player weapons, targeting, damage, and camera controls. Implemented modular AI systems with swarm logic, attack states, and reactive behavior for giant insects and mechs. Integrated destructible objects and environmental effects using UE4’s physics and Niagara systems. Optimized performance by reducing draw calls, memory bottlenecks, and CPU load during high-enemy-count sequences on PS4. Contributed to syncing replicated actions and hit registration in online c
Gameplay and Systems Engineer at Square Enix
July 1, 2021 - August 8, 2025
Worked as a Unity Gameplay & Systems Engineer on NieR Reincarnation, visually rich story-driven mobile RPG. Focused on building scalable battle systems, character abilities, camera and cutscene systems, and optimizing Unity’s rendering pipeline for mobile performance on iOS and Android. Developed a flexible turn-based combat architecture with active time gauges, skill chaining, and enemy phase logic. Engineered modular skill systems with smooth animation triggers, VFX cues, and real-time cooldown sync. Built timeline-driven camera and UI control systems for 3D interactive cutscenes and story moments. Tuned batching, texture compression, and memory profiling for stable 60FPS on mid-tier devices.
Senior Technical Gameplay Engineer – Unreal Engine 4/5 at Square Enix Tokyo, Japan
July 1, 2025 - August 8, 2025
Designed full-featured combat ability systems using Blueprint/C++ hybrid modules including cast buffering, input prediction, animation montages, and status effect propagation. Implemented AI utility systems integrating NavMesh-based threat prediction, crowd steering, and interruptible tasks, boosting large-scale battle AI responsiveness by about 21%. Collaborated with level designers to construct modular combat encounter templates using spline-based actor spawning, curved difficulty ramps, and sequencer-triggered event chains. Integrated Gameplay Ability System (GAS) with tag-driven activation, cooldown interpolation, conditional interrupts, and attribute-based damage scaling. Utilized UE4’s Sequencer and Gameplay Cue system for cinematic gameplay blends, ensuring frame-perfect animation sync and camera behavior across high-stakes cutscenes. Used UE5’s Nanite and Lumen systems to build gameplay-aware lighting triggers and photorealistic environment interaction, increasing visual fi
Senior Technical Gameplay Engineer – Unity at Square Enix Tokyo, Japan
July 1, 2025 - August 8, 2025
Developed cross-platform mobile combat systems using event-driven architecture and lightweight co-routine orchestration, enabling consistent gameplay across Android/iOS. Reengineered Unity Animator state transitions with modular blend trees and scripted clip masking, reducing visual glitches and animation rework by about 40%. Built responsive UI interaction frameworks using Unity UI Toolkit and custom shaders to support dynamic resolution scaling, improving mid-tier device UX rating by around 14% in live user analytics. Led development of in-house localization asset manager, reducing regional string integration time by about 60% during global rollout phases. Constructed optimized asset bundling strategy with Addressables and scriptable object-driven content pipelines, minimizing first-load times by 28% on average.
Gameplay & AI Engineer – Unreal Engine 4 at Yuke's Co. Tokyo, Japan
December 31, 2020 - August 8, 2025
Engineered scalable third-person shooter mechanics supporting 100+ active AI agents, dynamic spawns, and destructible environments across open-world battle zones. Designed and implemented modular blackboard-driven AI architecture with hierarchical state machines and interruptible combat logic; reduced redundant behavior code by about 45%. Developed custom enemy targeting, threat detection, and reaction frameworks enabling reactive combat against player weapons, environmental hazards, and ally AI. Built and profiled multithreaded simulation subsystems for mass creature behavior, optimizing average CPU cost per AI tick by approximately 32% in high-density engagements. Integrated C++-based animation events and damage curves using UE4’s animation notifies and blend spaces, ensuring seamless player/enemy interactions under real-time constraints.
Unreal Engine 4 Gameplay Programmer at Yuke's Co, Ltd
April 1, 2019 - August 8, 2025
Contributed as a gameplay programmer on Earth Defense Force: Iron Rain, a fast-paced third-person action shooter known for large-scale enemy encounters and destructible environments. Responsible for implementing and optimizing core gameplay systems, enemy AI, and player combat mechanics, ensuring smooth performance on PlayStation 4 under heavy scene load. Built dynamic third-person shooter mechanics including player weapons, targeting, damage, and camera controls. Implemented modular AI systems with swarm logic, attack states, and reactive behavior for giant insects and mechs. Integrated destructible objects and environmental effects using UE4’s physics and Niagara systems. Reduced draw calls, memory bottlenecks, and CPU load during high-enemy-count sequences on PS4. Contributed to syncing replicated actions and hit registration in online co-op sessions.
UE4 Gameplay and Systems Engineer at Earth Defense Force: World Brothers - YUKE's Co, Ltd
December 31, 2020 - August 8, 2025
Worked on Earth Defense Force: World Brothers, a voxel-style spin-off of the EDF franchise focused on fast-paced combat and team-based mechanics. Built modular character systems, squad mechanics, voxel destruction, and optimized combat flow for Switch and PlayStation platforms. Developed real-time 4-squad switching mechanics with seamless transition and animation state retention. Integrated grid-based voxel destruction logic using UE4’s physics and custom shaders for stylized damage feedback. Created flexible ability frameworks supporting hundreds of unique soldier types with class-specific attacks, jetpacks, and AI companions. Optimized rendering pipeline and LODs for stable performance on Switch, PS4, and PC despite large open maps and dynamic units.
Unity Gameplay & Systems Engineer at NieR Reincarnation - Square Enix
July 1, 2021 - August 8, 2025
Contributed as a Unity Gameplay & Systems Engineer on a visually rich, story-driven mobile RPG set in the NieR universe. Built scalable battle systems, character abilities, camera and cutscene systems, and optimized Unity’s rendering pipeline for mobile performance on iOS and Android. Developed a flexible turn-based combat architecture with active time gauges, skill chaining, and enemy phase logic. Engineered modular skill systems with smooth animation triggers, VFX cues, and real-time cooldown sync. Built timeline-driven camera and UI control systems for 3D interactive cutscenes and story moments. Tuned batching, texture compression, and memory profiling for stable 60 FPS on mid-tier devices.
Unity Systems & Tools Engineer at Final Fantasy Pixel Remaster Series (I–VI) - Square Enix
April 1, 2023 - August 8, 2025
Worked as a Unity Systems & Tools Engineer on the Final Fantasy Pixel Remaster Series, a faithful restoration of the first six Final Fantasy titles for modern platforms. Responsible for enhancing engine infrastructure, building cross-platform UI and rendering systems, modernizing gameplay feel while preserving retro fidelity, and streamlining tooling for art and localization teams. Rebuilt responsive UI systems with pixel-perfect scaling, text rendering, and multi-language support across PC, mobile, and console. Developed shader and post-processing pipelines to mimic CRT-inspired visuals and screen transition effects. Created internal Unity tools for localization injection, font/line handling, and rapid iteration on event scripting. Optimized Unity build configurations and asset management for Windows, iOS, Android, and Nintendo Switch.
Unreal Engine 4 Gameplay & Systems Engineer at Visions of Mana - Square Enix
January 1, 2024 - August 8, 2025
Contributed as an Unreal Engine 4 Gameplay & Systems Engineer on Visions of Mana, a modern 3D action RPG and mainline entry in the Mana series. Focused on real-time combat mechanics, traversal systems, AI behavior, and performance optimization for console platforms. Played a key role in developing immersive action systems while maintaining the franchise’s signature visual and audio identity. Developed responsive combo systems, lock-on targeting, dodge/counter mechanics, and ability cooldown handling. Engineered party-based AI behavior with contextual decision-making (support, aggro, repositioning) using blackboard and behavior tree systems. Implemented rideable companion creature logic, platforming triggers, and zone transition scripting. Collaborated with designers and artists to sync attack timing with particle effects, hit flashes, and camera shakes.
Gameplay & Systems Engineer at Final Fantasy VII Rebirth - Square Enix
January 1, 2025 - August 8, 2025
Worked as a Gameplay & Systems Engineer on Final Fantasy VII Rebirth, the second entry in the FFVII Remake trilogy. Focused on real-time combat systems, cinematic boss mechanics, open-zone traversal, and performance tuning on console hardware. Collaborated across gameplay, level design, and animation teams to deliver high-impact, responsive player experiences while preserving the visual and narrative fidelity expected of the franchise. Implemented character abilities, stance-switching mechanics, ATB integrations, and synergy actions across multiple party members. Scripted multi-phase boss battles with real-time transitions, VFX triggers, and destructible stages. Contributed to zone transition logic, climbing/gliding systems, and contextual environment interactions. Profiled and optimized tick-heavy systems, animation notifies, and particle density to ensure target framerate on PS5. Built modular Blueprint/C++ interfaces for designers to configure enemy behavior, attack phases, and aren
Unreal Engine 5 Gameplay and Systems Engineer at Kingdom Hearts IV - Square Enix
July 1, 2025 - August 8, 2025
Contributed as an Unreal Engine 5 Gameplay and Systems Engineer on Kingdom Hearts IV, focusing on real-time combat systems, large-scale environment interaction, and UE5-specific tech integrations such as Nanite, Lumen, and World Partition. Worked closely with level designers, animators, and cinematic teams to ensure smooth transitions between gameplay, cutscenes, and exploration in highly detailed next-gen worlds. Developed fast-paced combat mechanics including chained combos, air juggling, keyblade transformations, and contextual reaction commands. Built seamless transitions between gameplay and in-game cinematics using UE5 Sequencer, Animation Blueprints, and real-time camera control. Integrated and optimized Nanite-based assets, Lumen dynamic lighting, and World Partition streaming for large explorable zones. Engineered grappling, wall-running, and cinematic traversal logic triggered through gameplay events and cinematic scripting.
Senior Technical Gameplay Engineer – Unreal Engine 4/5 at Square Enix Tokyo, Japan
July 1, 2025 - August 8, 2025
Designed full-featured combat ability systems using Blueprint/C++ hybrid modules, including cast buffering, input prediction, animation montages, and status effect propagation. Implemented AI utility systems integrating NavMesh-based threat prediction, crowd steering, and interruptible tasks, boosting large-scale battle AI responsiveness by ~21%. Collaborated with level designers to build modular combat encounter templates using spline-based actor spawning and sequencer-triggered event chains. Integrated Gameplay Ability System with tag-driven activation, cooldown interpolation, conditional interrupts, and attribute-based damage scaling. Utilized UE5 Nanite and Lumen systems for gameplay-aware lighting triggers and photorealistic environment interactions, increasing visual fidelity. Built internal debugging overlays displaying player state, latency metrics, animation timings, and error snapshots, reducing dev-QA handoff time by 41%. Created IK-driven animation syncing systems and conte
Senior Technical Gameplay Engineer – Unity at Square Enix Tokyo, Japan
July 1, 2025 - August 8, 2025
Developed cross-platform mobile combat systems using event-driven architecture and lightweight co-routine orchestration, enabling consistent gameplay across Android/iOS. Reengineered Unity Animator state transitions with modular blend trees and scripted clip masking, reducing visual glitches and animation rework by ~40%. Built responsive UI interaction frameworks using Unity UI Toolkit and custom shaders supporting dynamic resolution scaling, improving mid-tier device UX rating by ~14% per live user analytics. Led development of in-house localization asset manager, reducing regional string integration time by ~60% during global rollout phases. Constructed optimized asset bundling strategy with Addressables and scriptable object-driven content pipelines, minimizing first-load times by 28% on average.
Gameplay & AI Engineer – Unreal Engine 4 at Yuke's Co. Tokyo, Japan
December 1, 2020 - August 8, 2025
Engineered scalable third-person shooter mechanics supporting 100+ active AI agents, dynamic spawns, and destructible environments across open-world battle zones. Designed modular blackboard-driven AI architecture with hierarchical state machines and interruptible combat logic; reduced redundant behavior code by ~45%. Developed custom enemy targeting, threat detection, and reaction frameworks enabling reactive combat against player weapons, environment hazards, and ally AI. Built and profiled multithreaded simulation subsystems for mass creature behavior, optimizing average CPU cost per AI tick by ~32% in high-density engagements. Integrated C++ animation events and damage curves using UE4 animation notifies and blend spaces, ensuring seamless player/enemy interactions under real-time constraints.
Unreal Engine 4 Gameplay Programmer at Yuke's Co., Ltd
April 1, 2019 - August 8, 2025
Contributed as Gameplay Programmer on Earth Defense Force: Iron Rain, implementing and optimizing core gameplay systems, enemy AI, and player combat mechanics ensuring smooth PS4 performance under heavy scene load. Built dynamic third-person shooter mechanics including player weapons, targeting, damage, and camera controls. Implemented large-scale modular AI systems with swarm logic, attack states, and reactive behavior for giant insects and mechs. Integrated destructible objects and environmental effects using UE4 physics and Niagara systems. Optimized draw calls, memory bottlenecks, and CPU load during high-enemy-count sequences on PS4. Contributed to syncing replicated actions and hit registration in online co-op sessions.
UE4 Gameplay and Systems Engineer at Yuke's Co., Ltd
December 1, 2020 - August 8, 2025
Worked as UE4 Gameplay and Systems Engineer on Earth Defense Force: World Brothers, focused on fast-paced combat and team-based mechanics. Built modular character systems, squad mechanics, voxel destruction, and optimized combat flow for Switch and PlayStation platforms. Developed real-time 4-squad switching mechanics with seamless transition and animation state retention. Integrated grid-based voxel destruction logic with UE4 physics and custom shaders for stylized damage feedback. Created flexible ability frameworks supporting hundreds of unique soldier types with class-specific attacks, jetpacks, and AI companions. Optimized rendering pipeline and LODs for stable performance on Switch, PS4, and PC despite large open maps and dynamic units.
Unity Gameplay & Systems Engineer at Square Enix
July 1, 2021 - August 8, 2025
Contributed to NieR Reincarnation, a visually rich, story-driven mobile RPG in the NieR universe. Focused on building scalable battle systems, character abilities, camera and cutscene systems, and optimizing Unity's rendering pipeline for mobile performance on iOS and Android. Developed flexible turn-based combat architecture with active time gauges, skill chaining, and enemy phase logic. Engineered modular skill systems with smooth animation triggers, VFX cues, and real-time cooldown sync. Built timeline-driven camera and UI control systems for 3D interactive cutscenes and story moments. Tuned batching, texture compression, and memory profiling to ensure stable 60FPS on mid-tier devices.
Unity Systems & Tools Engineer at Square Enix
April 1, 2023 - August 8, 2025
Worked on the Final Fantasy Pixel Remaster Series (I–VI), faithfully restoring the first six Final Fantasy titles for modern platforms. Enhanced the engine infrastructure, built cross-platform UI and rendering systems, modernized gameplay feel while preserving retro fidelity, and streamlined tooling for art and localization teams. Rebuilt responsive UI systems with pixel-perfect scaling, text rendering, and multi-language support across PC, mobile, and console. Developed shaders and post-processing pipelines mimicking CRT-inspired visuals and screen transition effects. Created internal Unity tools for localization injection, font/line handling, and rapid iteration on event scripting. Optimized Unity build configurations and asset management for Windows, iOS, Android, and Nintendo Switch.
Unreal Engine 4 Gameplay & Systems Engineer at Square Enix
January 1, 2024 - August 8, 2025
Contributed as Unreal Engine 4 Gameplay & Systems Engineer on Visions of Mana, a modern 3D action RPG and mainline entry in the Mana series. Focused on real-time combat mechanics, traversal systems, AI behavior, and performance optimization for console platforms. Played key roles in developing immersive action systems while maintaining the franchise’s signature visual and audio identity. Developed responsive combo systems, lock-on targeting, dodge/counter mechanics, and ability cooldown handling. Engineered companion AI with contextual decision-making using blackboard/behavior trees. Implemented rideable companion creature logic, platforming triggers, and zone transition scripting. Collaborated with designers and artists to sync attack timings with particle effects, hit flashes, and camera shakes.
Gameplay & Systems Engineer – Unreal Engine 5 at Square Enix
July 1, 2025 - August 8, 2025
Worked on Kingdom Hearts IV focusing on real-time combat systems, large-scale environment interaction, and UE5 specific tech integration such as Nanite, Lumen, and World Partition. Collaborated closely with level designers, animators, and cinematic teams to ensure smooth transitions between gameplay, cutscenes, and exploration in highly detailed next-gen worlds. Developed fast-paced combat mechanics including chained combos, air juggling, keyblade transformations, and contextual reaction commands. Built seamless transitions between gameplay and in-game cinematics using UE5 Sequencer, Animation Blueprints, and real-time camera control. Integrated and optimized Nanite-based assets, Lumen dynamic lighting, and World Partition streaming for large explorable zones. Engineered traversal and setpiece systems including grappling, wall-running, and cinematic traversal logic triggered through gameplay events and cinematics scripting.
Gameplay Programmer at YUKE's Co, Ltd
April 30, 2019 - August 8, 2025
Contributed as a Unreal Engine 4 Gameplay Programmer on Earth Defense Force: Iron Rain, a fast-paced third-person action shooter known for large-scale enemy encounters and destructible environments. Responsible for implementing and optimizing core gameplay systems, enemy AI, and player combat mechanics, ensuring smooth performance on PlayStation 4 under heavy scene load. Built dynamic third-person shooter combat frameworks including weapons, targeting, damage, and camera controls. Developed modular AI systems with swarm logic and reactive behavior for giant insects and mechs. Integrated destructible objects and environmental effects using UE4 physics and Niagara systems. Reduced draw calls, memory bottlenecks, and CPU load during high enemy count sequences on PS4. Contributed to syncing replicated actions and hit registration in online co-op sessions.
Gameplay and Systems Engineer at YUKE's Co, Ltd
December 31, 2020 - August 8, 2025
Worked as a UE4 Gameplay and Systems Engineer on Earth Defense Force: World Brothers, a voxel-style spin-off of the EDF franchise focused on fast-paced combat and team-based mechanics. Involved in building modular character systems, squad mechanics, voxel destruction, and optimizing combat flow for Switch and PlayStation platforms. Developed real-time 4-squad switching mechanics with seamless transitions and animation state retention. Integrated grid-based voxel destruction logic using UE4 physics and custom shaders for stylized damage feedback. Created flexible ability frameworks supporting hundreds of unique soldier types with class-specific attacks, jetpacks, and AI companions. Optimized rendering pipeline and LODs for stable performance on Switch, PS4, and PC despite large open maps and dynamic units.
Gameplay and Systems Engineer (Unity) at Square Enix
July 31, 2021 - August 8, 2025
Contributed as a Unity Gameplay & Systems Engineer on NieR Reincarnation, a visually rich, story-driven mobile RPG set in the NieR universe. Focused on building scalable battle systems, character abilities, camera and cutscene systems, and optimizing Unity’s rendering pipeline for mobile performance on iOS and Android. Developed a flexible turn-based combat architecture with active time gauges, skill chaining, and enemy phase logic. Engineered modular skill systems with smooth animation triggers, VFX cues, and cooldown synchronization. Built timeline-driven camera and UI control systems for 3D interactive cutscenes and story moments. Tuned batching, texture compression, and memory profiling to achieve stable 60 FPS on mid-tier devices.
Systems & Tools Engineer at Square Enix
April 30, 2023 - August 8, 2025
Worked as a Unity Systems & Tools Engineer on the Final Fantasy Pixel Remaster Series, a faithful restoration of the first six Final Fantasy titles for modern platforms. Responsible for enhancing engine infrastructure, building cross-platform UI and rendering systems, modernizing gameplay feel while preserving retro fidelity, and streamlining tooling for art and localization teams. Rebuilt responsive UI systems with pixel-perfect scaling, text rendering, and multi-language support across PC, mobile, and console. Developed shader and post-processing pipelines to mimic CRT-inspired visuals and screen transition effects. Created internal Unity tools for localization injection, font/line handling, and rapid iteration on event scripting. Optimized Unity build configurations and asset management for Windows, iOS, Android, and Nintendo Switch.
Gameplay & Systems Engineer (Unreal Engine 4/5) at Square Enix Tokyo
July 31, 2025 - August 8, 2025
Designed full-featured combat ability systems using Blueprint/C++ hybrid modules, including cast buffering, input prediction, animation montages, and status effect propagation. Implemented AI utility systems integrating NavMesh-based threat prediction, crowd steering, and interruptible tasks, boosting large-scale battle AI responsiveness by ~21%. Collaborated with level designers to construct modular combat encounter templates using spline-based actor spawning, difficulty ramps, and sequencer-triggered event chains. Integrated UE4 Sequencer and Gameplay Cues system for cinematic gameplay blends ensuring frame-perfect animation sync and camera behavior across high-stakes cutscenes. Utilized UE5 Nanite and Lumen systems for gameplay-aware lighting triggers and photorealistic environment interactions, enhancing visual fidelity in real-time action scenes. Built internal debugging overlay tools to display player state, latency metrics, animation timings, and error snapshots, cutting dev-to-
Senior Technical Gameplay Engineer – Unity at Square Enix Tokyo
July 31, 2025 - August 8, 2025
Developed cross-platform mobile combat systems using event-driven architecture and lightweight co-routine orchestration, enabling consistent gameplay across Android/iOS. Reengineered Unity Animator state transitions with modular blend trees and scripted clip masking, reducing visual glitches and animation rework by ~40%. Built responsive UI interaction frameworks using Unity UI Toolkit and custom shaders to support dynamic resolution scaling, improving mid-tier device UX rating by ~14% in live user analytics. Led development of in-house localization asset manager, reducing regional string integration time by ~60% during global rollout phases. Constructed optimized asset bundling strategies with Addressables and scriptable object-driven content pipelines, minimizing first-load times by 28% on average.
Gameplay & AI Engineer – Unreal Engine 4 at Yuke's Co.
December 31, 2020 - August 8, 2025
Engineered scalable third-person shooter mechanics supporting 100+ active AI agents, dynamic spawns, and destructible environments across open-world battle zones. Designed and implemented modular blackboard-driven AI architecture with hierarchical state machines and interruptible combat logic; reduced redundant behavior code by ~45%. Developed custom enemy targeting, threat detection, and reaction frameworks enabling reactive combat against player weapons, environment hazards, and ally AI. Built and profiled multithreaded simulation subsystems for mass creature behavior, optimizing average CPU cost per AI tick by ~32% in high-density engagements. Integrated C++ based animation events and damage curves using UE4’s animation notifies and blend spaces, ensuring seamless player/enemy interactions under real-time constraints.

Education

Bachelor of Information Technology at The University of Queensland
January 1, 2013 - December 31, 2016
Bachelor of Information Technology at The University of Queensland
January 1, 2013 - December 31, 2016
Bachelor of Information Technology at The University of Queensland
January 1, 2013 - January 1, 2016
Bachelor of Information Technology at The University of Queensland
January 1, 2013 - December 31, 2016

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment