Open to Staff, Lead, and hands-on technical-management opportunities — available immediately.
Mykhailo Holovan — Staff / Lead C++ Software Engineer

Game & Real-Time Systems

Admin · 9/1/2026

I lead and deliver performance-sensitive C++ systems for Unreal Engine and other production environments. I combine hands-on implementation with architecture, planning, mentoring, and cross-functional delivery.

Core areas

  • C++11/17/20 and Unreal Engine 4/5.

  • Gameplay architecture and reusable system interfaces.

  • Multiplayer, replication, client-server behavior, matchmaking, and metaserver integration.

  • Gameplay Ability System attributes, effects, cooldowns, input, animation, and networking.

  • Vehicles, physics, Chaos Vehicles, handling, tuning, and stability.

  • Dedicated-server automation and concurrent-client validation.

  • Debugging, profiling, performance optimization, Git, and Perforce.

  • Production delivery for PlayStation, Xbox, and PC.

Example impact

I led a migration from a custom multiplayer ability framework to Unreal Engine’s Gameplay Ability System. The new architecture reduced comparable character-ability implementation from roughly two weeks to two development days, with testing completed in approximately three days.

I have also owned complex features from unclear requirements through architecture, implementation, multidisciplinary coordination, client technical acceptance, and production release.

Open to opportunities

Target roles: Staff Software Engineer, Lead C++ Engineer, Technical Lead, Lead Gameplay Engineer, and other hands-on real-time systems leadership positions.