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Game development is my primary battlefield. It is where I bridge the gap between creative vision and technical execution. I specialize in Unreal Engine, particularly the deep C++ integration (UE++), which I have mastered over 4 years of hands-on project experience. I was using UE++ which is completely different than vanilla C++, but I was actively learning vanilla C++ alongside it.
Having a background in 3D modeling and understanding of low-level systems gives me a lot of advantages for my game dev journey. Throughout my career I have learned and worked in different aspects of software development. I do not just "use" an engine; I deconstruct it to build scalable, production-ready ecosystems.
My approach is inherently modular. I love to build systems that allow designers or non-technical people to work with. I create the logic and expose the parameters to the editor, allowing further tweaking without worrying about the underlying logic. It is fully modular and it just works.
Recently I have been working on procedurally generated landscapes that are both infinite and deterministic. To achieve this, I researched world-generation logic, specifically how Minecraft handles its world-gen, and applied those principles within the Unreal ecosystem.
The core challenge in Unreal is that UObjects are restricted to the GameThread. Unreal forces you to have a single thread for UObjects, but we can do calculations through multiple threads. I solved this by developing a system that offloads noise calculations (Perlin, Simplex, and other noise functions) to a fully multi-threaded backend. This allows the system to load and unload world chunks dynamically based on player movement without causing a single frame drop on the main thread. If I move further, it loads further and unloads from behind.
The world is procedural but also deterministic using noise functions like Perlin noise and other well-known noise algorithms. This means the same seed always generates the exact same world, making it suitable for multiplayer synchronization and save systems.
Modular Gameplay with GAS & Lyra: My approach to mechanics is inherently modular. I use the Gameplay Ability System (GAS) to decouple logic from character classes. This allows for complex combat systems with boss fights, combo logic traced through root motion, and frame-accurate Anim Notifiers.
The combat system I build is free-flow and supports boss fights with full modularity. It is built on top of GAS, which helps me further make it easy to build modular abilities without worrying about networking logic as well. I also use tracing through animation and anim notifiers to make combo logic, and motion warping for root motion logic. See my Multiplayer Combat System project for a live demonstration.
I also have experience with the Lyra Framework to work with a fully modular system, Gameplay Feature Plugins, and Common UI usage. Lyra taught me how to think about game systems as composable modules rather than monolithic code.
Beyond combat, I have deep experience in character movements and control systems, cinematic camera control in game, and also car movement with full physics control. I have developed many plugins and tools that extend the engine's capabilities for designers. Check out my GearUp project to see vehicle systems in action.
I move beyond standard "patrol and attack" routines. I have learned about AI not only in the sense of NPCs who patrol around and fight if they see enemies, but more advanced, like decision-making and AI behavior and systematic design for AI to work without requiring human input, and a lot more.
I implement high-level decision-making using Behavior Trees, FSM (Finite State Machines), and EQS (Environment Query Systems). This enables emergent behaviors: autonomous car traffic systems, complex enemy tactical combat movement, and systems that work without constant developer intervention.
This includes NPC characters, car traffic systems, combat enemies, and much more. The goal is always the same: build AI systems that designers can extend and tweak without touching the underlying code. My Last Salvation project showcases advanced combat AI in a blockchain-integrated ARPG.
While most developers stay in UMG, I work with Slate, Unreal's low-level UI framework that UMG is actually built upon. By building modular UI components directly in Slate, I create high-performance interfaces that are easily tweakable for designers in the editor.
I make UI for menus and in-game HUD, and not only that, but I have worked with Slate to build modular UI components that provide ease of UI development for the entire team. This low-level approach gives me full control over rendering and layout, something UMG abstracts away. See my Interface System Plugin for examples.
I have a good hold on multiplayer systems. Multiplayer development is where hardware meets gameplay. I do not look at multiplayer as just "replicating variables." I look at it from the physical layer up. For deeper understanding of the networking fundamentals, see the Networking & Backend article.
My MP_ChatSystem was built entirely on Unreal's replication system, without using any extra system, or backend, or WebSocket. It is fully based on the replication system with fully optimized network logic, proving you can achieve low-latency communication while keeping the tech stack lean.
My Inventory & Trade System allows server-side trading with proper taxation on assets and exchange or buy and sell over items. Every transaction is validated server-side to prevent cheating and ensure economic integrity.
I have experience in third-party integration with various SDKs and services. Each integration taught me how to handle external dependencies cleanly while keeping the engine codebase maintainable.
My Aptos Blockchain Plugin demonstrates how I integrated the Aptos blockchain SDK directly into Unreal Engine to emit game events onto the chain.
For the session and match management side, check out my Multiplayer Manager Plugin and Utility Plugin that provide the foundation for scalable multiplayer infrastructure.