Dan Singer

Available to hire

I'm a gameplay engineer based on in Los Angeles, CA with five years of professional experience in Unreal Engine and C++ and have worked on three shipped AAA games.

About

I’m a gameplay engineer based on in Los Angeles, CA with five years of professional experience in Unreal Engine and C++ and have worked on three shipped AAA games. I love to create systems that empower designers and artists to create amazing experiences, and have worked on areas such as AI, gameplay, UI, and combat.

  • 5 years' experience
  • Joined July 2025

Languages

  • EnglishFluent

Industry experience

  • Gaming
  • Software & Internet
  • Media & Entertainment
  • Computers & Electronics

Work experience

Software Engineer · Unbroken StudiosMar 2022 – Feb 2025 · 3 yrs

Spearheaded gameplay programming and served as the go-to engineer for integrating the Gameplay Ability System in an Unreal Engine 5 project. Set up game mode, spawning rules, and an interaction system in a networked environment. Developed an inventory system using C++, data assets, Enhanced Input, and MVVM. For released titles such as Harry Potter: Quidditch Champions and Suicide Squad: Kill the Justice League, implemented a multithreaded MVVM system for UI, developed input detection systems for various controllers, created data-driven game feature management systems, developed combat abilities and HUD elements, and extended UI materials using Signed Distance Fields.

Software Engineer · Deviation GamesJun 2020 – Mar 2022 · 1 yr 10 mos

Created and maintained a node-based AI Event system in C++ by integrating and extending a third-party plugin. Developed new shaping behaviors for a custom fluid simulation. Profiled game performance using Unreal Insights and optimized gameplay code for better performance. Earlier role involved developing a core AI decision-making system and iterating on AI characters using the Environment Query System and Gameplay Ability System, incorporating feedback from designers and animators.

Gameplay Engineering Intern · Oxide GamesApr 2019 – Aug 2019 · 5 mos

Programmed new gameplay systems and contributed to existing systems under the direction of game designers for the title Ara: History Untold using a custom C++ engine.

Education

Bachelor of Science · Rochester Institute of Technology2016 – 2020

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