James Perles
I’m a gameplay programmer specializing in Unity and Unreal Engine 5, with a strong focus on building clear, memorable game systems and experiences.
About
I’m a gameplay programmer specializing in Unity and Unreal Engine 5, with a strong focus on building clear, memorable game systems and experiences. I enjoy turning design goals into reliable mechanics—whether that’s stealth and sonar-based gameplay, wave-based progression, or boss encounters that test how players use their tools.
I bring a tools-forward mindset, working comfortably in C# and C++ and collaborating through solid version control habits. From engineering UI and animation-driven state systems in Unity to creating Niagara-powered visual effects and traversal interactions in Unreal, I aim to make each project feel distinct, responsive, and fun to play.
- 1 year's experience
- Joined October 2026
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
More experts in Lindenhurst, United States
Work experience· 9 roles
Built a particle-based sonar visualization system in Unreal using Niagara as the player’s primary way of sight. Engineered a pitch-black environment to reinforce sonar gameplay, and created a stealth system where enemies patrol and become aware if the sonar is used nearby. Designed a multi-objective relay system requiring players to locate and activate 10 targets with sonar to reach the goal. Implemented traversal obstacles through platforms that collapse seconds after the player touches them using Unreal Blueprints.
Built a particle-based sonar visualization system using Unreal Niagara as the player’s primary way of sight. Engineered a pitch-black environment to reinforce sonar as the core mechanic, and created a stealth system where enemies patrol and become aware of the player if sonar is used nearby. Designed a multi-objective relay system requiring the player to locate and activate 10 targets with sonar to reach the goal. Implemented traversal obstacles through platforms that collapse seconds after the player touches them using Unreal Blueprints.
Developed an infinite wave system with procedurally scaled enemy difficulty, increasing enemy stats by 0.10% per completed wave. Built a dynamic power-up system that interrupts gameplay with randomized upgrade choices, and structured an upgrade system spanning 5 weapons, 4 stat enhancements, plus limited upgrades to encourage build variety. Implemented an enemy cap and timeout system to avoid unwinnable waves and maintain smooth pacing. Created 4 unique boss encounters that override the current wave to test player power-up choices.
Education· 6
Hire James Perles today
Post a job and invite James, or contact them directly. No hidden commission.






