ABOUT ME

Gameplay / AI & UI Programmer

Gameplay Programmer with 3+ years of experience building robust combat systems, AI behaviors, and player mechanics for next-generation games.
Expertise in C++ and Blueprint development within Unreal Engine, with a focus on delivering performant, modular gameplay features that enhance player experience.
Demonstrated ability to optimize AI processing by 28% and improve runtime stability through concurrent programming techniques.
Passionate about creating responsive gameplay systems that meet quality standards while maintaining technical excellence.

Programming Languages: C++, C#, Blueprint Visual Scripting, Concurrent Programming, UML
Gameplay Systems: Combat Mechanics, AI Behaviors, Animation Graphs, Inventory Systems, Gameplay Ability System (GAS)
Engine Knowledge: Unreal Engine 4/5, Unity, Unreal Insights, RenderDoc
Version Control: GitHub, Perforce
Development Workflow: Agile, Jira, Trello, DataTables, Clean Code, Modular Design
Mathematics: Applied Math for AI, Vectors, Physics, Trajectories

PROCESS OF DEVEOPMENT





BOSS FIGHT IN DUNGEON

â–¹Root motion-based sword combat system
â–¹Animation Blueprint + HitMontage for heavy attack sync
â–¹Attribute component for boss health/damage scaling
▹Boss AI: Patrol → Alert → Engage state
â–¹Health bar HUD bound to AttributeComponent





GROUP ENEMY FIGHT + DODGE

â–¹Dodge mechanic using custom Input Buffer
â–¹Directional blendspace for attack angles
â–¹Damage windows via animation notifies
â–¹Shield-bearing AI with Blackboard state transitions
â–¹Stamina system triggering dodge cost





LEVEL FLYTHROUGH

â–¹Open World built using Landscape Tools + Foliage Brush
â–¹Environment assets from Quixel Megascans
â–¹Pawn-based bird flight mechanic using SpringArm + AddMovementInput
â–¹Daylight sky with fog + atmospheric scattering
â–¹Collectible logic scattered across foliage areas





DUNGEON PUZZLE & COMBAT

â–¹Enemy combat + item collection integrated via tags
â–¹Puzzle triggers using overlap + interact events
â–¹Inventory update post-puzzle completion
â–¹Niagara FX on interaction points
â–¹Multiple AI types engaged via AI Perception





BHIT REACTION DEBUG

â–¹Directional hit reactions via DotProduct vector analysis
â–¹Montage branching for front/back/left/right hits
â–¹Visual debug using DrawDebugLine for impact direction
â–¹Root motion tied to impact location
â–¹IK enabled pose correction for realism





CREATURE COMBAT

â–¹Custom enemy classes: bird, dragon, beast
â–¹AI behavior switching via Blackboard and EQS
â–¹Combat strategy variation per enemy type
â–¹Stagger effect on light enemy hit
â–¹Large enemy knockback via impulse





CHAOS DESTRUCTION & LOOT

â–¹Breakable actors using Geometry Collection
â–¹Chaos destruction with impulse force triggers
â–¹Loot spawn via OnDestroyed() event
â–¹UI gold counter updates via Blueprint Interface
â–¹Niagara dust & shard FX on destruction





DESERT COMBAT SHOWCASE

â–¹Modular enemy spawning via level blueprint
â–¹Combat animation cycle + camera shake
â–¹Surface-specific footstep sounds (via Physical Material)
â–¹Optimized crowd combat using pooled AI instances
â–¹Combat VFX (weapon trail, hit FX) via Niagara

Media

Contact Me

Feel free to reach out with any questions, collaboration ideas, or opportunities.
I'm always excited to discuss game development, programming, or new projects. Looking forward to hearing from you!