// unreal_engine

Unreal Engine Development

I use Unreal Engine primarily for gameplay systems, procedural generation, technical systems and real-time visualization.

WORLD
terrainbiomesPCGgameplay
// primary_specialization

From systems to playable worlds

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 →
01

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.

Gameplay systemsActor / component designDataTablesInterfaces & delegatesAsync systems
02

Procedural Generation

My strongest Unreal specialization: terrain, islands, biome blending, vegetation, paths, points of interest, infrastructure and run-specific world configuration.

Runtime terrainPCG GraphsCustom PCG nodesBiomesPaths & POIs
03

Gameplay & AI

Player attacks, projectiles, runes, inventory and crafting alongside enemy archetypes using chase, dash, teleport and ranged behavior.

Combat systemsProjectile movementCombat AIAI PerceptionNavigation
04

UI & Data

UMG interfaces for inventories, crafting, HUD, tooltips and drag-and-drop interactions, driven by connected DataTables and reusable widget logic.

UMGInventoryRich TextDrag & dropDataTables
05

Optimization

Multithreaded mesh generation, controlled game-thread spawning, LOD and distance considerations, selective collision and practical runtime measurement.

MultithreadingRuntime streamingLOD / NaniteCullingProfiling