Summary
Highly skilled Unreal Engine Developer with 6 years of experience specializing in robust gameplay systems and performance optimization for interactive experiences. Proficient in C++ and Blueprint, with a strong background in developing scalable and maintainable codebases for AAA and indie titles. Adept at collaborating with cross-functional teams to deliver high-quality, engaging game features within aggressive timelines.
Experience
- Led the development of a new procedural content generation system, reducing level design iteration time by 30% for a major title.
- Optimized core gameplay systems in C++ for a flagship title, improving frame rates by an average of 15% across target platforms.
- Mentored a team of 3 junior developers, guiding them in best practices for Unreal Engine development and C++ programming.
- Implemented complex AI behaviors and animation blending using Behavior Trees and State Machines, enhancing player immersion by 20%.
- Contributed to the development of a new combat system using Unreal Engine 4, leading to a 20% increase in player engagement during playtesting.
- Developed and maintained various UI features and widgets with UMG, streamlining player interaction by 10%.
- Refactored existing C++ codebase to improve modularity and reduce technical debt by 15%, enhancing maintainability for future updates.
- Integrated third-party SDKs for analytics and platform services, ensuring robust data collection and cross-platform functionality.
Projects
- Developed a C++ plugin for Unreal Engine 5 that procedurally generates planets with customizable biomes and terrain features.
- Implemented a LOD system to handle vast planetary scales, achieving stable 60 FPS performance on consumer hardware.
- Showcased project at a local game dev meetup, receiving positive feedback on algorithmic complexity and visual quality.
- Designed and implemented core networked gameplay mechanics (replication, prediction, reconciliation) using Unreal Engine's networking.
- Created custom character controllers and weapon systems, ensuring smooth and responsive player experience across various latency conditions.
- Achieved a stable 90% hit registration accuracy in simulated high-latency environments.
Education
- Achieved a 3.8 GPA, focusing on real-time rendering and game physics.
- Developed a custom ray tracing engine in C++ as part of a capstone project, improving render times by 25%.
- Graduated Cum Laude with a 3.7 GPA.
- Awarded 'Best Senior Project' for a real-time multiplayer game prototype developed with Unity.




