Unreal Engine Technical Lead | C++ & Blueprints Technical Lead Developer with 4+ years of experience specialized in architecting large-scale open-world multiplayer games in Unreal Engine. Proven track record of leading cross-functional teams and optimizing complex systems, achieving a 25-30% reduction in CPU usage through multithreaded optimization and network tuning. Core Expertise: Systems Architecture: Designed memory-efficient world composition, modular quest frameworks, and high-performance buff/stats systems. Networking & Multiplayer: Expert in replication, inter-server RPC messaging, and cross-server ghost systems for shared worlds. Performance Engineering: Developed custom parallel actor tick subsystems and foliage streaming optimizers to handle thousands of in-world entities. Tools & Infrastructure: Built custom game launchers and server fleet managers, reducing distribution costs by 98%. Passionate about high-fidelity gameplay mechanics, from realistic aircraft physics to advanced AI and anti-cheat systems.

Kundzelski Raman

Unreal Engine Technical Lead | C++ & Blueprints Technical Lead Developer with 4+ years of experience specialized in architecting large-scale open-world multiplayer games in Unreal Engine. Proven track record of leading cross-functional teams and optimizing complex systems, achieving a 25-30% reduction in CPU usage through multithreaded optimization and network tuning. Core Expertise: Systems Architecture: Designed memory-efficient world composition, modular quest frameworks, and high-performance buff/stats systems. Networking & Multiplayer: Expert in replication, inter-server RPC messaging, and cross-server ghost systems for shared worlds. Performance Engineering: Developed custom parallel actor tick subsystems and foliage streaming optimizers to handle thousands of in-world entities. Tools & Infrastructure: Built custom game launchers and server fleet managers, reducing distribution costs by 98%. Passionate about high-fidelity gameplay mechanics, from realistic aircraft physics to advanced AI and anti-cheat systems.

Available to hire

Unreal Engine Technical Lead | C++ & Blueprints

Technical Lead Developer with 4+ years of experience specialized in architecting large-scale open-world multiplayer games in Unreal Engine. Proven track record of leading cross-functional teams and optimizing complex systems, achieving a 25-30% reduction in CPU usage through multithreaded optimization and network tuning.

Core Expertise:

Systems Architecture: Designed memory-efficient world composition, modular quest frameworks, and high-performance buff/stats systems.

Networking & Multiplayer: Expert in replication, inter-server RPC messaging, and cross-server ghost systems for shared worlds.

Performance Engineering: Developed custom parallel actor tick subsystems and foliage streaming optimizers to handle thousands of in-world entities.

Tools & Infrastructure: Built custom game launchers and server fleet managers, reducing distribution costs by 98%.

Passionate about high-fidelity gameplay mechanics, from realistic aircraft physics to advanced AI and anti-cheat systems.

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Experience Level

Expert
Expert
Expert
Intermediate
Beginner
Beginner

Language

Russian
Fluent
Belarusian
Fluent
English
Advanced
Polish
Beginner

Work Experience

Technical Lead Developer at StoryMode LLC
December 1, 2022 - Present
Lead technical direction and architecture for a large-scale open-world multiplayer game, managing and mentoring a cross-functional team of up to 8 developers to improve delivery speed and code quality. Engineered and optimized core systems such as a memory-efficient large-scale map system, modular network-replicated quest framework, automated server fleet manager, custom game launcher reducing distribution costs, a highly performant buffs and stats framework, inter-server RPC messaging, and a cross-server ghost system enhancing multiplayer synchronization. Built systems to optimize large-scale foliage streaming and parallel actor ticking to improve game thread performance. Developed a server-side movement-based anti-cheat system to ensure fair gameplay. Led cross-team technical integrations and multithreaded optimizations resulting in a 25-30% average CPU usage reduction. Ensured long-term scalability and technical consistency of the game architecture.
Middle Developer at StoryMode LLC
December 1, 2022 - August 8, 2025
Delivered multiple high-impact gameplay systems in a networked sandbox environment including a reusable item rental system supporting new monetization, realistic aircraft flight and landing physics with smooth transitions, automated autopilot mechanics for air and sea vehicles, and an optimized long-distance GPS-style navigation system. Designed a combat system with anti-cheat server validation. Refactored and multithreaded critical systems to improve responsiveness and tick time, integrated backend APIs, and resolved deep engine-level issues contributing to overall game stability.
Junior Developer at StoryMode LLC
November 1, 2021 - August 8, 2025
Contributed to early gameplay prototyping and performance optimizations including implementing a parkour traversal system with dynamic hand placement, character body transfer animations, and inverse kinematics for realism. Enhanced frame rate stability in complex scenes through targeted optimizations. Designed AI behavior for player companions and wild animals including pathfinding, group behavior, and threat response. Refactored multiple systems to improve code quality, maintainability, and project consistency while enforcing best practices.
Middle Developer at StoryMode LLC
November 1, 2021 - December 1, 2022
Delivered several high-impact gameplay systems in a networked sandbox: Item Rental System for monetization of assets, Aircraft Flight and Landing Physics with autopilot mechanics, Long-Distance Navigation System, Combat System with server-side validation, refactoring of critical systems for better tick time and responsiveness, and integration of multiple backend APIs to improve stability.

Education

Bachelor at Belarusian State University of Informatics and Radioelectronics
September 1, 2017 - June 1, 2021
Course at Unreal Engine 4 BP/C++ Course
January 1, 2021 - April 1, 2021
Bachelor, Electronic Systems Engineer at Belarusian State University of Informatics and Radioelectronics
September 1, 2017 - June 1, 2021
Unreal Engine 4 BP / C++ Course at Unreal Engine 4 BP / C++ Course
January 1, 2021 - April 1, 2021

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Computers & Electronics, Media & Entertainment, Professional Services