Lead Unreal Engine C++ Developer at TheMasterForge LLC (2024-05 – Present)
A hex-based map builder for D&D, released on Steam. Worked on the project from Prototype to Steam release.
- Worked on the project from Prototype to Steam release
- Moved Blueprint project to C++
- Improved CPU and GPU performance and eliminated stuttering by profiling
- Optimized RenderTargets and fixed memory leaks
- Setup builds for MacOS and Linux
- Implemented high-quality full-map image export without RAM limitations
- Implemented optimized Effect drawing with Custom Data Interface, Niagara listener systems and chunking
- Optimized drawable Objects by using GUIDs and reusing actors
- Implemented tools for paths and intersections
- Reworked UI with C++ base classes
- Extended UI functionality with Slate
- Implemented custom Subsystems for managing asset data and categorization
- Implemented UGC (User-Generated-Content) support with Steam Workshop, runtime GameplayTag registration and models export/import with in-game editor
- Setup and managed Git workflow with Conventional Commits, Semantic Versioning and automatic Change logs
- Reviewed team's merge requests
- Created and described new tasks for the team
- Setup CI/CD pipeline for cross-platform build with release to Steam
- Setup Steam DLCs with automated content Chunking using AssetManager
- Setup Steam branches for testing and CI/CD integration
- Setup Sentry with automatic Crash Reports to fix bugs quickly
- Developed internal tools with C++ Editor Utility Widgets
- Managed third-party dependencies with Build configuration
Middle Unreal Engine C++ Developer at University Project (2024-09 – 2025-05)
A VR project for university finals. Endless tower-defense shooter based on shooting music out of electric guitar.
- Built the whole game framework in C++
- Utilized hand tracking to simulate guitar playing in VR
- Implemented dynamic guitar playing with MetaSounds
- Implemented randomized music with MetaSounds
- Implemented enemy behavior with BT and EQS
- Implemented enemy wave system
- Implemented upgrade system for rogue-like elements
Middle Unreal Engine C++ Developer at Unannounced Project (2024-02 – 2025-03)
A Rogue-like Multiplayer Shooter based on Lyra, GAS
- Worked with Lyra-based architecture
- Implemented AbilityTasks for hitscan and projectile-based shooting
- Implemented Object Pooling system for projectiles
- Implemented Enemy Encounters
- Reworked Lyra's weapon system to reduce binary assets
- Communicated with Gameplay and UI Designers to deliver tools based on their needs
- Extended Gameplay Debugger in C++, added new categories and extensions
Junior Unreal Engine C++ Developer at Personal Project (2021-09 – 2024-05)
My learning project, a 3D rogue-like first-person slasher game.
- Created player and enemy abilities using GAS (Gameplay Ability System)
- Programmed AI behavior using Behavior Trees and EQS
- Created systems for Health, Interactables and Powerups in C++
- Created a Data-driven Weapon System in C++ using Data Assets
- Created Movement Mechanics (Sliding, Dashing, Wallrunning, Backflipping)
- Worked with Animation Blueprints and Montages
- Implemented widgets in UMG
- Implemented Materials for UI, Post-Processing, Shaders