Gameplay Ability System
With GAS, I build health and recovery systems using attributes, effects, tags and cues. Designers can tune the behavior through data without changing the underlying code.
Unreal Engine Programmer Tech art
I build multiplayer gameplay and editor tools in Unreal Engine, using C++ and Blueprint. Six years in software, the last four in Unreal. My gameplay systems and client features are part of a shipped multiplayer title.
Open to full-time and contract Unreal Engine roles.
Programming
My work centers on replicated gameplay in C++. I extend Unreal's existing systems, wrap them to suit a project, or build my own.
With GAS, I build health and recovery systems using attributes, effects, tags and cues. Designers can tune the behavior through data without changing the underlying code.
I build performant, extensible gameplay systems in C++. That work includes game modes, player input and Common UI menus, along with settings and scalability controls. I use Unreal Insights to identify bottlenecks and reduce CPU and GPU frame times.
Editor utilities and automation help me remove repetitive work from content production. I use C++, Blueprint and Python, with larger tools organized into dedicated modules within a C++ editor plugin.
Replication shapes how I design a system, from choosing server or client authority to limiting the data sent over the network. I expose controls that let artists extend these systems without writing code.
Tech art
I apply my programming background to procedural tools and content workflows, giving artists control over how their work is generated.
My PCG tools generate world content from rules that artists control. Changes to the source feed through the pipeline and regenerate the output.
I'm developing my materials and post-process work while learning HLSL for PCG and broader tech art. I'm also exploring runtime virtual textures, splat maps and heightmaps as part of landscape and level creation workflows. That experience carries over to GPU profiling.
About
I'm an Unreal Engine programmer whose work extends into tech art. I've spent six years in software, including the last four on Bellum at Astarte Industries, a multiplayer tactical shooter built in Unreal Engine 5. My gameplay systems and editor tools shipped at launch and in subsequent updates.
I've maintained a Perforce stream through engine upgrades, and I document systems for the programmers who work on them next. I tutored programming before working professionally and continue to help new teammates get up to speed.