HARD SKILLS
Lorem Ipsum
UNREAL ENGINE 5
With over 2 years of focused experience in Unreal Engine 5, I specialize in building performant gameplay systems through a hybrid Blueprint and C++ workflow. My strength lies in rapidly prototyping and iterating on character mechanics and animation systems in Blueprints, while leveraging C++ for core architecture and performance-critical features. This approach allows me to efficiently develop immersive, character-driven experiences that are both robust and deeply interactive.
UNITY & C#
My experience with Unity spans 5–6 years, built on a strong foundation of C# programming and rapid prototyping. While my current specialization is in Unreal Engine, my time with Unity has given me a versatile, engine-agnostic understanding of game architecture, modular scripting, and efficient iteration workflows.
C++
While my current focus is on gameplay and animation systems in Unreal Engine, my foundation is in C++. I have hands-on experience building custom 2D and 3D engines from the ground up using SDL2 and OpenGL, as well as developing complete games in C++. It’s the language where I feel most at home, and that deep-seated comfort allows me to write clean, performant, and well-architected code, whether I’m working in a custom framework or a commercial engine.
PRODUCTION
My production experience spans both academic leadership and professional studio work. In the final three months of my Master’s degree project, a 28-person game, I stepped into the Producer role for the last three months, leveraging my understanding of the art pipeline and design-programming workflows to realign the team, streamline communication, and drive the project to completion. This was followed by 7 months as a Producer at Pandora’s Box VR Studio, where I managed sprints, tracked milestones, and facilitated cross-discipline coordination. Together, these experiences have given me a practical, hands-on understanding of development pipelines and what it takes to unify a team toward a shared goal.
GAME DESIGN
As part of my Master’s in Game Design, I served as the primary liaison between the design and programming teams on a large 28-person student project. In this role, I translated high-level design concepts into actionable technical specifications, managed communication workflows, and ensured both disciplines remained aligned throughout development. This experience solidified my ability to facilitate collaboration in multidisciplinary teams and deliver a cohesive vision under a complex production structure.
MOTION & GAME FEEL
My passion lives at the intersection of movement, combat, and animation. I specialize in designing and implementing the core systems that define how a game feels, responsive character control, weighty combat interactions, and fluid locomotion.
While I’ve built advanced locomotion systems, combat prototypes, and responsive movement mechanics, I am currently expanding my skill set into motion matching techniques in Unreal Engine 5. This exploration, alongside my established work, fuels my goal of creating character interactions that are not only technically robust but also deeply immersive and intuitive for players.