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
















