Hi, I'm Mikhail Arzumanov, an Unreal Engine game programmer based in Budapest, Hungary, with commercial experience in UE5 development. I build gameplay systems, inventory and shop UI, and world streaming features in C++ and Blueprints. I focus on practical, reliable, and scalable game systems that are easy to extend.\n\nI also enjoy creating editor and debugging tools to streamline development workflows and enable fast iteration.

Mikhail Arzumanov

Hi, I'm Mikhail Arzumanov, an Unreal Engine game programmer based in Budapest, Hungary, with commercial experience in UE5 development. I build gameplay systems, inventory and shop UI, and world streaming features in C++ and Blueprints. I focus on practical, reliable, and scalable game systems that are easy to extend.\n\nI also enjoy creating editor and debugging tools to streamline development workflows and enable fast iteration.

Available to hire

Hi, I’m Mikhail Arzumanov, an Unreal Engine game programmer based in Budapest, Hungary, with commercial experience in UE5 development. I build gameplay systems, inventory and shop UI, and world streaming features in C++ and Blueprints. I focus on practical, reliable, and scalable game systems that are easy to extend.\n\nI also enjoy creating editor and debugging tools to streamline development workflows and enable fast iteration.

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Experience Level

Expert
Expert
Expert
Intermediate

Language

Russian
Fluent
English
Advanced
Finnish
Beginner
German
Beginner

Work Experience

Game Programmer at FieriaGold Studio - Wind Rose (in development)
July 1, 2025 - March 1, 2026
Built a UE5 World Partition chunk streaming system for dense open-world areas using manager/coordinator architecture, task queues, and HISM/foliage caching, reducing freezes and smoothing chunk activation where FPS previously dropped by up to 70%. Developed editor and debugging tools for centralized async streaming coordination across the world, improving control over loading workflows during development. Designed and implemented reusable warehouse and shop UI architecture with sorting, pagination, cached item data, and Design Data Asset-based visual configuration. Extended the warehouse UI into weapon and logistics shop flows, saving more than 1.5 months of development time through feature reuse. Implemented NPC loot inventory replacement logic with level-based generation or manually assigned loot while preserving the character's visual appearance.

Education

BSc in Computer Engineering Unreal Engine C++ Development at Budapest University of Technology and Economics
January 1, 2024 - April 20, 2026
Certificate at Udemy (Instructor: Yuri Popov)
January 1, 2026 - April 20, 2026

Qualifications

Udemy Unreal Engine C++ Development Certificate
January 1, 2026 - April 20, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment