ABOUT ME

Gameplay / AI & UI Programmer

Gameplay Programmer with 3+ years of experience building robust combat systems, AI behaviors, and player mechanics for next-generation games.
Expertise in C++ and Blueprint development within Unreal Engine, with a focus on delivering performant, modular gameplay features that enhance player experience.
Demonstrated ability to optimize AI processing by 28% and improve runtime stability through concurrent programming techniques.
Passionate about creating responsive gameplay systems that meet quality standards while maintaining technical excellence.

Programming Languages: C++, C#, Blueprint Visual Scripting, Concurrent Programming, UML
Gameplay Systems: Combat Mechanics, AI Behaviors, Animation Graphs, Inventory Systems, Gameplay Ability System (GAS)
Engine Knowledge: Unreal Engine 4/5, Unity, Unreal Insights, RenderDoc
Version Control: GitHub, Perforce
Development Workflow: Agile, Jira, Trello, DataTables, Clean Code, Modular Design
Mathematics: Applied Math for AI, Vectors, Physics, Trajectories

Game Programmer

Click on the tiles to learn more about each project.

Dimension Shift

A sci-fi puzzle shooter combining dual-color portal mechanics, motion-matched animation, and dynamic platforming. Switch between FPS and TPS, use a rocket launcher, and navigate hazards like lasers, AI, platforms and anti-gravity lifts.

🟢 Motion Matching + Meta Human integration
🟢 Robust Portal components entirely programmed in C++
🟢 Extensively used Interfaces, Delegates and Data asserts.
🟢 Various platform types (LaunchPad, Elevator, Anti-Gravity)
🟢 Interactive objects (Lasers, AI enemies, Portals)
🟢 Weapons and mechanics (Rocket Launcher, Time Dilation)
🟢 Niagara muzzle/explosion FX
🟢 Physics material-based hit reactions
🟢 AppledRadialDamage + CameraShakeBase
🟢 Input Mapping Context + Gamepad UX

Life And Death

A two-player asymmetric strategy game where one player nurtures life by building ecosystems while the other purges invasive threats as Death. Coordinating multiplayer gameplay with randomized spawning, shared resource systems, & adaptive difficulty.

🟢 Two-player co-op architecture
🟢 Console development having achievements
🟢 Shared energy pool system
🟢 Randomized enemy spawn logic
🟢 Adaptive difficulty scaling
🟢 State-driven UI feedback system
🟢 Role-based ability system (Life/Death)
🟢 Trello + Miro for milestone tracking
🟢 Perforce version control
🟢 UI/UX flow using Figma & Photoshop

DeadZone FPS

A fast-paced zombie horde shooter inspired by World War Z, where the player must defend the final gate from swarms of undead using a wide range of unlockable weapons. Built in Unreal Engine 5 with a modular weapon architecture and enemy AI behaviors.

🟢 OOP base/child weapon classes
🟢 Modular HUD (UMG + Blueprint Interface)
🟢 ApplyRadialDamage + CameraShakeBase
🟢 DataTable-driven weapon stats
🟢 Kill-based currency unlock system
🟢 Sprint FOV zoom (InterpTo)
🟢 Niagara muzzle/explosion FX
🟢 EQS + BT + NavMesh enemy AI
🟢 Refactored AI for perf (Unreal Insights)
🟢 Input Mapping Context + Gamepad UX

SLASH - Open World Action RPG

A third-person action RPG set in a vast open world where players slash through monsters, dodge enemy attacks, and collect loot from breakables. Built in UE5 C++using root motion combat, motion warping, and procedural enemy behaviors.

🟢 Root motion-based melee combat
🟢 Motion Warping for enemy attacks
🟢 Directional hit reactions via impact vector
🟢 Dodge mechanic using input buffer
🟢 Attribute component for enemy scaling
🟢 Animation Blueprint Templates reuse
🟢 Chaos destructibles + loot spawn system
🟢 Niagara soul collection FX
🟢 Packed Level Instance for dungeon import
🟢 EQS-driven enemy patrol + chase logic

Shooter TPS

A third-person shooter featuring tactical combat, weapon switching, and a controllable drone companion. Built in UE5 C++ with dynamic crosshair feedback, patrol-based AI, responsive gunplay, and modular weapon architecture.

🟢 Weapon system (auto/semi, recoil, reload)
🟢 Dynamic crosshair via movement/aim spread
🟢 DataTable-driven inventory & ammo types
🟢 BT/BB enemy patrol, chase, and attack AI
🟢 Player-drone toggle system (rockets & regen)
🟢 ADS zoom with camera InterpTo
🟢 Physical material-based hit reactions
🟢 Pickup/interact widgets (UI + FX)
🟢 VFX: muzzle flash, blood FX (Niagara)
🟢 Optimization ready: AI refactor + perf tuning plan

Contact Me

Feel free to reach out with any questions, collaboration ideas, or opportunities.
I'm always excited to discuss game development, programming, or new projects. Looking forward to hearing from you!