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 DEVELOPMENT
WEAPON SHOWCASE + COMBAT
â–¹Weapon switching via input-bound inventory slots
â–¹Modular weapon base class (OOP inheritance)
â–¹Recoil, muzzle FX, and smoke via Niagara
â–¹Damage via line trace + physical material
â–¹Hit marker UI + floating damage number system
PICKUP< BARREL< CHARACTER VARIENT
â–¹Weapon + ammo pickups via overlap & OnInteract()
â–¹Barrel destruction via RadialForceComponent
â–¹Character swap using Blueprint Possession logic
â–¹Ammo count synced with pickup logic & inventory
â–¹Sound + FX tied to character class (e.g., heavy vs light)
ALTERNATE CHARACTER + BOSS FIGHT
â–¹Boss health via progress bar with float binding
â–¹Damage zones set via collision channels
â–¹Enemy reactions triggered by anim notifies
â–¹Multi-stage boss AI logic using Blackboard states
â–¹Critical hit area calculation with DotProduct
GRUP AI COMBAT IN FORTRESS
â–¹AI perception via sight + hearing stimuli
â–¹Flocking behavior simulation using local awareness
â–¹Crowd control logic via EQS & dynamic move targets
â–¹Combat variety per mesh/skin using tagged logic
â–¹Projectile reflection + cover-based nav decisions
ITEM USE + MID-COMBAT STRATEGY
â–¹Healing item system with radial cooldown display
â–¹Inventory slot activation using KeyBind and UI dispatch
â–¹Health regen via timeline animation
â–¹Particle effects for heals and buffs
â–¹Real-time HUD update with item use feedback
FULL GAMEPLAY
▹Complete loop: spawn → equip → combat → loot → heal
â–¹All enemy archetypes shown: melee, ranged, boss
â–¹Dynamic crosshair adapting to weapon & state
â–¹Bullet decals + environment reaction using physics
â–¹UI/UX polish: ammo bar, health, energy effects
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!

