Senior Gameplay Engineer at Neon Machine (2022-04 – Present)
SHRAPNEL, multiplayer extraction shooter on Unreal Engine 5
- Own core multiplayer gameplay systems for SHRAPNEL in Unreal Engine 5 and C++, partnering with game design, animation, technical art, and QA from first prototype through production to turn design intent into shippable, tunable features.
- Architected the combat framework on the Gameplay Ability System, implementing Gameplay Abilities, Effects, Tags, Attribute Sets, and Ability System Components so damage, cooldowns, status effects, and player state run through one consistent, data-driven pipeline instead of one-off code.
- Built reusable C++ combat, weapon, movement, and interaction systems integrated with GAS, exposing Blueprint and Data Asset interfaces that let designers create, tune, and balance gameplay content without waiting on engineering changes.
- Implemented AI behaviors with Behavior Trees, Blackboards, AI Perception, Navigation, and EQS, routing AI combat decisions through the same character abilities players use so AI and player combat stay consistent and share one balancing path.
- Optimized CPU, memory, frame-time, and network performance with Unreal Insights and profiling tools, cutting unnecessary ticking, per-frame allocations, gameplay bottlenecks, and replication overhead to keep multiplayer sessions smooth.
- Engineered and debugged server-authoritative multiplayer using replication, RPCs, client prediction, reconciliation, and server-side validation, keeping gameplay responsive under latency while blocking invalid client actions and resolving synchronization issues.
- Integrated Claude Code and OpenAI Codex into the UE5/C++ workflow to speed up GAS development, gameplay refactoring, test generation, and debugging of multiplayer and AI systems.
Gameplay Engineer at Sucker Punch Productions (2019-08 – 2022-03)
Ghost of Tsushima and Ghost of Tsushima: Legends
- Engineered C++ character ability and combat systems covering ability activation, player-state transitions, cooldowns, damage, and status effects, tuned with design for responsive, precise moment-to-moment gameplay.
- Developed networked character abilities for Ghost of Tsushima: Legends, synchronizing ability execution, combat events, damage, effects, and player state across cooperative sessions so every player saw the same fight.
- Improved multiplayer reliability by diagnosing latency-sensitive synchronization issues, including event-ordering errors, state divergence, missed or duplicate events, and inconsistent combat outcomes, and fixing them at the source.
- Integrated abilities with animation, VFX, audio, AI, and combat systems, coordinating gameplay events and timing so every ability felt responsive and looked consistent on all connected clients.
- Optimized performance-critical gameplay and synchronization paths, reducing redundant state updates and expensive processing to keep combat-heavy multiplayer encounters running smoothly.
- Built debugging and profiling workflows for ability execution, combat events, and synchronized player state, giving design, networking, animation, and QA a shared way to reproduce and resolve complex gameplay defects.
UI & Tools Engineer at Cryptic Studios (2017-05 – 2019-08)
MMORPG developer
- Developed and maintained MMORPG UI systems, including menus, HUD components, player interactions, and reusable interface functionality shared across features for a consistent player experience.
- Built internal content-creation and workflow tools that let designers and artists configure, validate, and iterate on game content with far less engineering involvement.
- Developed custom editors, debugging utilities, and visualization tools to inspect UI state, gameplay data, and content configuration, accelerating investigation of development and live production issues.
- Improved asset-management and content-pipeline workflows, automating repetitive validation and processing tasks to reduce friction during frequent content updates.
- Partnered with gameplay engineers, designers, artists, and QA to integrate UI with underlying gameplay systems, ensuring consistent behavior across game states and screen resolutions.
- Participated in code reviews, profiling, testing, and production debugging, improving the maintainability and reliability of UI and development-tooling code.