I am a Lead / Senior Gameplay Engineer building performance-sensitive C++ gameplay and multiplayer systems in Unreal Engine. I combine hands-on implementation with architecture, planning, mentoring, and cross-functional delivery.
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.
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.
Target roles: Lead Gameplay Engineer, Lead Multiplayer Engineer, Senior Gameplay Engineer, Technical Lead, and other hands-on real-time systems leadership positions.