About me
I'm a Lead Unreal Developer with solid experience in C++ and real-time systems. I've worked with Unreal Engine, Unity, Godot, and scripting in Lua, building robust and responsive systems through both Blueprints and pure C++. My focus includes gameplay programming, engine integration, subsystem design, and data-driven architecture, always aiming for clean, modular and maintainable code. I'm also well-versed in performance profiling, memory optimization, and debugging in large-scale projects, including work with multithreading and low-level systems.
Currently leading the development of a singleplayer title, I also have hands-on experience with multiplayer frameworks and networking technologies such as Gameplay Ability System (GAS), Epic Online Services (EOS), Playfab, AWS, Azure and Vivox, demonstrated across shipped projects in my portfolio. I thrive in collaborative, cross-disciplinary teams and enjoy building tools, pipelines, and custom editor utilities that empower designers and artists. Passionate about delivering polished, scalable gameplay, I'm always looking for ways to push quality and innovation further.
What i'm doing
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C++ Engineering
High-performance and maintainable code using modern C++ for real-time systems, gameplay, and low-level engine features.
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Multiplayer & Online Systems
Experienced with Gameplay Ability System (GAS), EOS, PlayFab, AWS and Azure to build scalable and responsive online features.
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Architecture & Systems Design
Design of modular subsystems, scalable gameplay architecture, and data-driven pipelines to empower teams and reduce tech debt.
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R&D and Technical Prototyping
Focused on finding robust and elegant solutions through fast prototyping, performance profiling, and custom tools development.