I'm Shon Michaeli, a Game Developer & AI Systems Engineer with 3+ years of experience designing combat mechanics, adaptive enemy behaviors, and immersive gameplay systems in Unreal Engine (C++ & Blueprints). I love turning complex gameplay ideas into fluid, high-performance player experiences across RPG, FPS, and action titles. I specialize in building optimized AI, EQS-driven tactics, and modular gameplay features, with hands-on work across gameplay programming, animation timing, and backend systems for multiplayer experiences. I thrive at the intersection of technical precision and thoughtful game design, always aiming to boost player engagement and replayability.

Shon Michaeli

I'm Shon Michaeli, a Game Developer & AI Systems Engineer with 3+ years of experience designing combat mechanics, adaptive enemy behaviors, and immersive gameplay systems in Unreal Engine (C++ & Blueprints). I love turning complex gameplay ideas into fluid, high-performance player experiences across RPG, FPS, and action titles. I specialize in building optimized AI, EQS-driven tactics, and modular gameplay features, with hands-on work across gameplay programming, animation timing, and backend systems for multiplayer experiences. I thrive at the intersection of technical precision and thoughtful game design, always aiming to boost player engagement and replayability.

Available to hire

I’m Shon Michaeli, a Game Developer & AI Systems Engineer with 3+ years of experience designing combat mechanics, adaptive enemy behaviors, and immersive gameplay systems in Unreal Engine (C++ & Blueprints). I love turning complex gameplay ideas into fluid, high-performance player experiences across RPG, FPS, and action titles.

I specialize in building optimized AI, EQS-driven tactics, and modular gameplay features, with hands-on work across gameplay programming, animation timing, and backend systems for multiplayer experiences. I thrive at the intersection of technical precision and thoughtful game design, always aiming to boost player engagement and replayability.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Game Developer at GameReady Jobs
April 1, 2022 - September 30, 2024
Programmed core gameplay systems in Unreal Engine using C++ for high-performance RPG and FPS titles. Developed advanced AI systems with intelligent enemy behavior and adaptive decision-making. Designed combat and magic systems across multiple genres, leveraging Unreal Engine's Gameplay Ability System with C++ and Blueprints to implement complex gameplay features. Led teams in projects and game jams, overseeing design, development, and execution, resulting in strong player feedback. Applied expertise in problem-solving, debugging, and optimization including physics, math, and vector calculations.
Software Engineer at GameReady Jobs
December 1, 2022 - September 30, 2024
Built secure backend systems using ASP.NET Core with JWT-based authentication and role-based access control. Integrated PostgreSQL with Entity Framework Core, developed user registration and login endpoints, and managed authentication/authorization for multiple APIs. Configured Swagger UI for JWT token injection to facilitate authenticated API testing. Modeled object-oriented programming systems to simulate data-driven behavior.
Game Developer at SpaceJam
November 1, 2024 - June 10, 2025
Designed gameplay systems in Unreal Engine focusing on enemy AI and player mechanics for a sci-fi action game. Developed movement and combat mechanics for planetary and zero-gravity space environments. Engineered enemy spawning systems using location-based triggers and performance-optimized object pooling.
Game Developer at bluewhirl
January 1, 2025 - June 10, 2025
Developed core gameplay mechanics for an asymmetric multiplayer game featuring the hidden role "The Anomaly." Implemented the Anomaly role with trap deployment, environment scanning, role interactions, and a dynamic sabotage system targeting objects and players. Created UI elements for ability indicators and sabotage targets. Developed player elimination mechanics, role assignment systems, and game-state transition logic for dynamic multiplayer scenarios. Collaborated with design and programming teams to balance abilities and ensure fair gameplay.
Game Developer at GameReady Jobs
April 1, 2022 - September 30, 2024
Programmed core gameplay systems in Unreal Engine using C++ for high-performance RPG and FPS titles. Developed advanced AI systems focusing on intelligent enemy behavior and adaptive decision-making. Designed combat and magic systems across RPG, fast-paced, and FPS genres for players and AI. Utilized Unreal Engine's Gameplay Ability System with C++ and Blueprints to implement complex gameplay features. Led teams in multiple projects and game jams, overseeing design, development, and execution, achieving strong results and positive player feedback. Applied strong problem-solving, debugging, and optimization skills, including physics, math, and vector calculations.
Software Engineer at GameReady Jobs
December 1, 2022 - September 30, 2024
Built secure, backend systems using ASP.NET Core with JWT-based authentication and role-based access control. Integrated PostgreSQL with Entity Framework Core, developed user registration and login endpoints, and handled authentication and authorization for multiple API systems. Configured Swagger UI to support JWT token injection, allowing authenticated API testing. Modeled OOP systems to simulate data-driven behavior.
Game Developer at SpaceJam
November 1, 2024 - June 23, 2024
Designing gameplay systems in Unreal Engine focused on enemy AI and player mechanics for a sci-fi action game. Built movement and combat mechanics for both planetary and zero-gravity space environments. Engineered enemy spawning systems using location-based triggers and performance-optimized object pooling.
Game Developer at bluewhirl
January 1, 2025 - June 23, 2024
Developed core gameplay mechanics for an asymmetric multiplayer game featuring hidden role (The Anomaly). Implemented the 'Anomaly' player role, including trap deployment, environment and player scanning for sabotage opportunities, role-based interactions, and a dynamic sabotage system targeting both objects and players. Created UI elements for the Anomaly role, including ability indicators and sabotage targets. Developed player elimination mechanics, role assignment systems for both game start and mid-game Anomaly conversion, and game-state transition logic to support dynamic multiplayer scenarios. Collaborated with design and programmers to balance Anomaly abilities and ensure fair game-play for all roles.
Game Developer & Software Engineer at GameReady Jobs
April 1, 2022 - January 1, 2024
Designed and implemented core gameplay systems in Unreal Engine using C++ for RPG and FPS titles, focusing on scalable performance and responsive design. Built AI-driven enemy behaviors and adaptive combat systems that analyze player actions to adjust tactics in real time. Implemented FPS mechanics including aiming, recoil/spread-based shooting, reloading, and weapon switching, fully integrated with dynamic inventory systems. Leveraged the Gameplay Ability System (GAS) in both C++ and Blueprints to create modular gameplay features. Built secure backend systems using ASP.NET Core, JWT authentication, and PostgreSQL for multiplayer data management. Applied physics and math-based optimizations to improve frame consistency and reduce overhead under load.
Game Developer at Pepola
February 1, 2024 - April 1, 2025
Developed core player movement and target-lock systems using Unreal Engine’s GAS, animation blueprints, state machines, and inverse kinematics (IK). Designed and implemented advanced combat mechanics — air combat, combos, parry, block, dodge — inspired by Devil May Cry and Sekiro. Created a responsive input buffering system to prioritize chained actions, improving gameplay fluidity and reducing input lag. Built a categorized inventory and dialogue system supporting branching narratives and dynamic player choices. Engineered adaptive enemy AI with State Trees and state-driven logic, improving responsiveness and reaction time. Integrated RPG systems such as lock-on targeting, animation-driven combat timing, and modular spellcasting (health, mana, cooldowns, effects).
AI Game Developer at ATLAS XR
April 1, 2025 - Present
Designed and implemented advanced AI behaviors for enemy NPCs (patrol, cover-seeking, melee/ranged attacks, surrender, retreat) using C++ and blueprints to enhance realism and immersion in VR gameplay. Developed optimized AI state logic and transitions, improving responsiveness by ~25% and reducing average latency by ~15–20 ms to meet VR performance standards. Engineered a dynamic EQS-based cover system enabling NPCs to intelligently select, validate, and share cover positions, enhancing tactical depth and minimizing pathfinding conflicts. Built adaptive AI that reacts dynamically to player actions — aiming, shooting, proximity, or cornering — creating context-aware encounters aligned with the game’s combat design. Expanded the AI framework to support modder-built and custom maps, enabling enemies to adapt to new environments without requiring reprogramming and supporting community-driven scalability. Integrated AI systems into a multiplayer VR platform optimized for dedicated

Education

Bachelor of Science at Open University Computer Science
January 1, 2023 - December 31, 2023
Bachelor of Science at Open University Computer Science
January 1, 2023 - December 31, 2023
B.Sc. in Computer Science at Open University of Israel
January 1, 2023 - December 19, 2025
GameReady Bootcamp – Game Development, Design, AI & Systems (Unreal Engine) at GameReady Bootcamp
January 1, 2022 - December 19, 2025

Qualifications

B.Sc. in Computer Science
January 1, 2023 - December 19, 2025
GameReady Bootcamp – Game Development, AI & Systems (Unreal Engine)
January 1, 2022 - December 19, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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