About me
I'm an Unreal Engine gameplay programmer with over three years of professional experience building engine and gameplay systems in C++ and Blueprint — on top of a six-year software engineering background — designed to be clean, scalable, and multiplayer-ready from day one.
I don't box myself into one specialty. Lately my time goes into editor tooling and PCG — building the tools and procedural pipelines that make iteration fast for everyone else on a project — and I'm branching into materials and post-process effects next. I know my way around GAS and Unreal's gameplay frameworks, and I work at whichever layer the problem actually lives.
Networking isn't a bolt-on in my work — it's part of the system. Anything I build is designed replication-aware from the start and tuned to be as efficient as possible on the wire.
Homelab
Beyond game development, I keep my systems-engineering side sharp with a homelab — a Proxmox host, a NAS, and a handful of headless Linux guests. It's mostly my dev box: I self-host a few of my own services and game servers on it, and it's where ideas get to break before they matter.
Contact
Looking for an Unreal Engine programmer who can build solid gameplay systems, editor tooling, multiplayer networking, or PCG pipelines from the ground up? Let's talk: