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Welcome to My Portfolio

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I’m a seasoned Gameplay Programmer with over 7 years of experience building complex, scalable gameplay systems for Action, RPG, and MOBA titles across PC and console. My expertise lies in Unreal Engine and C++, where I’ve designed and implemented combat systems, ability frameworks, locomotion and network-ready gameplay mechanics that deliver fluid, high-impact player experiences.

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Throughout my career, I’ve contributed to and shipped 4 titles ranging from indie productions to full-scale AAA releases, consistently focusing on creating data-driven, modular systems that empower designers and scale with production needs.

 

Beyond shipped games, I continually prototype and refine next-gen gameplay architectures — developing tools, ability frameworks, and combat logic that push the boundaries of what’s possible in Unreal Engine.

 

Driven by precision, performance, and player feel, I thrive at the intersection of technical mastery and creative design, crafting gameplay that feels as powerful as it performs.

Gameplay

Shipped Titles

Bloodloop

Senior Gameplay Programmer

  • Designed and implemented Titus, a tank hero, from prototype to final polish using Unreal Engine’s Gameplay Ability System (GAS), integrating abilities, sound, VFX, and animations.

  • Designed and developed the Energy War game mode — a team-based objective mode where allies secure and upload the SEM device to 100% while defending it from enemy theft, combining pickup, upload, defense, and steal mechanics.

  • Designed and implemented the Skin Crafting System, Chest Queuing, and Shard Reward System with drag-and-drop functionality, integrating with blockchain.

  • Developed a Voice Announcer System for real-time in-game event callouts.

  • Built a Hero Voice Line System for dynamic, context-sensitive character interactions.

  • Collaborated with sound designers to integrate FMOD audio, building reusable sound systems for scalable implementation.

  • Managed localization workflows, including preparing and exchanging .po files with external localization vendors, ensuring fully localized content across multiple languages.

  • Collaborated with blockchain developers to integrate PlayFab Cloud Script with in-game systems.

  • Performed code reviews to ensure quality, maintainability, and adherence to project standards before merging into the main branch.

Forever Winter

Gameplay Programmer

  • Enhanced gameplay realism with an advanced weapon customization system (physics-based shot force, gravity, speed) and ammo clip sharing.

  • Streamlined controls by building a Utility Widget for managing weapon/projectile data and an in-game cheat menu.

  • Developed a dynamic limb health system with penalties for injuries, adding tactical depth.

  • Increased immersion through advanced death and hit reaction systems with visual damage effects and resurrection mechanics.

  • Elevated quest interactivity by enabling seamless runtime quest integration, compass-tracked objectives, and designer-friendly tools.

  • Built a hierarchical Skill Tree system for unlocking abilities, enhancing player progression depth.

  • Designed a battle point system that dynamically increased enemy aggression and spawns (up to 3x) based on performance.

  • Implemented 30 consumables and abilities focused on healing and mitigation, enriching tactical play.

  • Architected a modular, data-driven menu system integrated with HUD for character, map, and spawn selections.

  • Integrated Steam subsystem for seamless 4-player multiplayer hosting and joining.

  • Facilitated team growth by supporting 7 engineers in extending features like weapon customization, quest selection, and reward systems.

  • Established a modular code pattern for Forever Winter to maximize reuse and iteration speed.

  • Improved delivery by leading integration of complex mechanics (spawn points, sound functions, VFX accuracy).

  • Ensured stability and deadlines by proactively fixing bugs and coordinating across teams.

  • Built a spectator camera system for cinematic capture, enabling better marketing content.

  • Consistently participated in ~3 daily code reviews.

Fault

Gameplay Programmer

  • Reworked over 12 aspect system for each MOBA heroes that they can choose an upgrade system at the start of the game.

  • Developed over 30 items for heroes to be able to upgrade themselves just like any MOBA games.

  • Created hit reaction system, improving AI responsiveness through implementing damage animations for minions and jungle AI.

  • Achieved full localization of the game, ensuring translation readiness by methodically preparing all game assets.

Phantom Hysteria

Gameplay Programmer

  • Improved project modularity, resulting in increase in efficiency by converting to the GAS system.

  • Developed 20 new abilities, including a weapon system and stamina system, enhancing gameplay complexity.

  • Enhanced HUD functionality by listening to gameplay events.

  • Converted animation system to ALS, resulting much better realism in locomotion animations.

About Generex

Generex is more than a game—it’s the culmination of my dedication to creating unforgettable gaming experiences. With its 7v7 Dynamite Action MOBA structure, Generex embodies my commitment to delivering innovative gameplay mechanics and rich narratives. Every character, ability, and story in Generex reflects the time, effort, and passion I’ve poured into this project.

Building Generex has been a journey of growth, from developing scalable combat systems to environtment interaction and crafting an in-game economy. Through this process, I’ve honed my technical skills and discovered the power of persistence, creativity, and a love for storytelling. It’s my hope that Generex inspires players the same way developing it has inspired me.

How I Solo Developed Generex

  • Programmed over 9 main characters with 6 different roles ranging from support to battle hunger assassin role to suit different Play styles in MOBA game.

  • Developed over 120 unique complex combat abilities for different characters, ensuring each side has a distinct set of abilities.

  • Made over 80 items for in-game combat skill upgrades and final tier lead to changes to the state of animations for different combat feel.

  • Improved the in-game economy,  by creating essential XP, gold, and leveling systems, critical for dynamic MOBA gameplay.

  • Refined damage calculations,  through the development of precise damage execution formulas accounting for magic resistance, physical armor, true damage, and custom effects like life steal and damage reduction.

  • Built Amazon Gamelift Dedicated Server to get 14 players connected to one single session to play the game.

  • Created intelligent Minion and Jungle AI,  through effective decision-making processes for lane control and enemy engagements, with minions upgrading from jungle camp kills.

  • Formulated dynamic shooting mechanics, by integrating the GAS system for weapon versatility, creating 6 weapons, each with unique abilities.

  • Improved gameplay interaction, through the design of wall run, mantle, and building systems for fun and interactive creative gameplay in MOBA.

  • Established a Turret relocation system, by enabling defensive positioning and incorporating a spinal system to force enemy retreats.

  • Engineered shard system by strategically spawning buffs on the map at regular intervals.

  • Made contest system that prompts players to engage in battles for ability orbs.

  • Constructed portal system that requires 2 players to activate to allow teleportation between 2 points on the map.

  • Made multi variation ability casting system that supports tap, hold or double tap for casting single ability in different ways.

  • Built ability synergy system where 2 or more debuff combined together to produce different debuff.

  • Developed perfect dodge and parry system that can that can counter back enemies.

  • Engineered execution system where when enemy health is below 10% and our cooldown and mana is valid, instant death after done with synchronous animations.

  • And much more!

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  • Game Development:

    • Extensive experience with Unreal Engine 4/5

    • Expert in Unreal Engine C++ and Blueprint scripting

    • Proficient with Unreal Engine Gameplay Ability System (GAS)

    • Gameplay mechanics, combat systems, and skill system development

    • Scalable and modular gameplay systems design

    • Multiplayer gameplay programming and Unreal Engine replication

    • System oriented, data driven and designer oriented programming 

  • Programming Languages & Tools:

    • Unreal Engine 4/5

    • C++

    • Blueprint

    • Git and Perforce for version control

    • Amazon GameLift for hosting dedicated servers

    • Network programming for multiplayer experiences

    • Playfab

    • Enhanced Input

    • Utility Widget

    • Insights

    • Steamworks

  • Gameplay Design:

    • Complex ability, combat, and item systems

    • In-game economy systems (e.g., XP, gold, and leveling systems)

    • AI behaviors for minions, jungle AI, and NPCs

    • Custom animation systems and hit reaction mechanics

    • Unreal motion matching and motion warping system

  • UI/UX Development:

    • HUD development and dynamic in-game menus

    • Utility widgets for enhanced developer and player interactions

  • Project Contributions:

    • Modular programming patterns for scalability

    • Cross-functional collaboration with teams of engineers and designers

    • Debugging and resolving complex bugs to ensure project stability

Specialized Role And Technical Skills

Technical Mastery In Action

MY BATTLE GEAR

Contact Me

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Thanks for contact!

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