Funnel Runners
First-person Co-op
Unreal Systems Engineer
12 months
✔ Environmental Destruction​
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Coordinating and planning with different artists team members to achieve the required visuals
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Contributing to the system design and behavior process to provide technical guidance and identifying limitations
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Developed a structured predetermined algorithms for house damage and house props detection system to identify what to break , what to break next , the break behavior, cleaning up and handling pre destructing anomilies
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Developed Environment assets destruction system focusing on how the tornado detects , filter and process various assets and apply the proper damage sequence for each asset type
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Handling all the replication challenges of replicating all that chaotic actions to clients without bandwidth overwhelming or excessive RPC calls
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✔ UI Implementation
- Utilizing CommonUI for widgets inputs handling , widgets layering system and improve scalability
- Implemented ~90% of the game UI screens including main menu , lobby , pause , end game , HUD and various gameplay systems widgets
- Provided One to One implementation for the provided Figma designs
- Ensured widgets scalability across different screens
✔ Developed various other gameplay systems
- Level lights manager
- Trap Trigger manager
- Feedback screen effects Component
- Surveillance montiors system
- Vote kick
- Vending Machine
- Game economy system
- Doppler Radar and world grid system
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✔ Multiplayer & Networking
- Overseeing the Project Multiplayer State and helping other developers with multiplayer issues
- Providing solutions to improve the game network performance and reduce latency
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✔ Performance profiling
- Tracking the project performance using unreal insights and GPU profiler
- Reporting performance bottlenecks to responsible team members and help provide a solution for said issues
- Identifing if we are CPU or GPU bound to determine the proper method of profiling
- Tracking performance issues to the root cause
YouVerse
Exhibition Simulator
Unreal Frontend Engineer
10 months
✔ Cross-Platform UI
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Developed responsive UI adaptable to mobile phones, tablets, and PC. Built interfaces from text descriptions without Figma mockups.
✔ Backend Integration
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Connected frontend systems to backend APIs and cloud services. Managed data flow between UI and database operations.
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Coordinating with Backend engineers to adjust the APIs and improve the data flow operation.
✔ UX Design Contribution
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Created rough UI sketches using Canva and design tools. Contributed to UX improvements throughout the development process.
✔ Unreal Implementation
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Built complete frontend experience in Unreal Engine for Android/iOS/PC. Ensured consistent user experience across all target platforms.
Single-player Comedy
Gameplay Programmer
4 months
✔ Shop System
- Designed and implemented the shop from scratch, handling UI, data management, and logic.
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Ensured flexibility for different screen ratios and smooth user interaction.
✔ AI NPCs
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Refactored and stabilized existing AI architecture, improving behavior reliability and maintainability.
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Implemented Behavior Trees, Blackboards, and EQS for dynamic decision-making and environmental awareness.
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Integrated 4 new NPCs with AI abilities with Unreal’s Gameplay Ability System (GAS) for scalable combat behaviors.
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Designed and managed enemy spawn systems to control pacing and performance in a single-player environment.
✔ Gameplay Abilities
- Utilized GAS to implement scalable ability mechanics.
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Structured abilities for easy expansion and balancing through data assets.
✔ UI & UX
- Worked with designers to bring the shop mock-up into Unreal Engine.
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Implemented a responsive UI using Common UI, ensuring a smooth user experience.
Junk!
Battle Arena
Solo Programmer
9 months
✔ Core Gameplay Development​
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Designed and implemented all gameplay mechanics from scratch.
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Developed a round-based game mode with synchronized timers and lag compensation.
✔ Multiplayer & Networking
- Built a 1v1 multiplayer system with seamless lobby integration.
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Ensured smooth replication for gameplay, UI, and customization.
✔ AI NPC
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Implemented an AI opponent using Behavior Trees, Blackboards, and custom BT Tasks/Services, enabling state-driven combat logic and tactical decision-making.
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Used EQS queries for spatial reasoning (positioning, line-of-sight control, optimal attack ranges) to simulate competitive arena behavior.
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Designed scalable difficulty tiers by parametrizing reaction time, decision frequency, cooldown management, and accuracy curves rather than duplicating logic.
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Integrated the AI with the existing combat framework (abilities, cooldowns, and damage systems) to ensure systemic parity with player-controlled characters.
✔ Ability System
- Created a flexible, data-driven ability system inspired by GAS.
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Enabled easy expansion and balancing through data assets.
✔ Customization & Shop System
- Developed a player customization menu with selectable robots and colors.
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Integrated a shop system for in-game purchases.
✔ UI & Input Handling
- Implemented full gamepad support across gameplay and menus.
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Designed a responsive UI using Unreal’s Common UI plugin.