C++ & Architecture
Gameplay systems built around actors, components, interfaces, delegates and data-driven configuration. I separate responsibilities into maintainable subsystems and use asynchronous work where runtime cost matters.
I use Unreal Engine primarily for gameplay systems, procedural generation, technical systems and real-time visualization.
I work across the boundary between engine code, technical design and visible player experience. The goal is not an isolated feature, but a system that remains understandable as the project grows.
Arcane Isle case study →Gameplay systems built around actors, components, interfaces, delegates and data-driven configuration. I separate responsibilities into maintainable subsystems and use asynchronous work where runtime cost matters.
My strongest Unreal specialization: terrain, islands, biome blending, vegetation, paths, points of interest, infrastructure and run-specific world configuration.
Player attacks, projectiles, runes, inventory and crafting alongside enemy archetypes using chase, dash, teleport and ranged behavior.
UMG interfaces for inventories, crafting, HUD, tooltips and drag-and-drop interactions, driven by connected DataTables and reusable widget logic.
Multithreaded mesh generation, controlled game-thread spawning, LOD and distance considerations, selective collision and practical runtime measurement.