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.

Dan Singer

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.

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. 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.

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Experience Level

Expert
Intermediate
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Software Engineer at Unbroken Studios
March 1, 2022 - February 28, 2025
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 at Deviation Games
June 1, 2020 - March 1, 2022
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 at Oxide Games
April 30, 2019 - August 30, 2019
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 at Rochester Institute of Technology
September 1, 2016 - May 31, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

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

Experience Level

Expert
Intermediate
Intermediate
Intermediate

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