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
PROCESS OF DEVEOPMENT
CORE GAMEPLAY MECHANIC
â–¹Hordes spawned via timed WaveManager logic
â–¹AI pathfinding over open tilemaps using NavMesh
â–¹Blackboard-driven pursuit + attack state transitions
â–¹Kill counter system linked to UI + reward logic
â–¹Dynamic difficulty scale via enemy pool variation
SHOOTING ARENA
â–¹Hitscan + projectile-based weapon fire modes
â–¹ADS zoom with InterpTo camera FOV
â–¹Barrel trigger damage using overlap events
▹Ammo display sync (HUD ↔ weapon class)
â–¹Score calculation using tagged kill tracking
INVENTORY SYSTEM
â–¹UMG shop widget with dynamic ItemDataTable binding
â–¹Purchase system with cost validation + currency deduction
â–¹Inventory slots update via event dispatchers
â–¹Drag/drop + keyboard select (WASD/Gamepad support)
â–¹Item activation using Blueprint Interface events
FULL GAMEPLAY
â–¹Layered sky system with procedural SkyAtmosphere + HDRI
â–¹Real-time lights with IES profiles for bloom/flares
â–¹Static + skeletal mesh streaming using HLOD + World Partition
â–¹Volumetric fog zones and post-process volume tuning
â–¹Dynamic prop interaction with physics simulation
ALL WEAPON TYPES SHOWCASE
â–¹Rocket launcher damage via ApplyRadialDamage
â–¹VFX impact using Niagara + CameraShakeBase
â–¹Weapon inheritance using OOP base/child system
â–¹Cooldown / ammo regen for heavy weapons
â–¹Sockets & montage for equip + firing animation sync
Media


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!

