A fantasy sailing ship crossing a dark ocean at sunset

Unreal Engine 5 Developer

Gameplay systems
built to hold up.

C++ and Blueprint development focused on responsive abilities, multiplayer architecture and scalable gameplay for Unreal Engine 5.

UE 5.4—5.6C++ / BlueprintsGAS / LyraMultiplayer
GAMEPLAY ABILITIESMULTIPLAYERCOMBAT SYSTEMSAI & NPCNIAGARA VFXTOOLS & WORKFLOWS

What I build

From ability logic to
the moment it lands.

Deep gameplay engineering with enough presentation awareness to make systems feel clear, responsive and finished.

01

Gameplay Ability System

Reusable Gameplay Abilities, Effects, Cues, targeting, filtering, state counters, cooldowns and combat interactions built for production—not isolated demos.

GASGameplay EffectsGameplay Cues
02

Networked Gameplay

Authority-aware logic, responsive local feedback, replication strategy and multiplayer debugging across the full client-to-server path.

ReplicationPredictionLyra
03

Combat Feel

The connective layer between mechanics and presentation: animation montages, Niagara VFX, camera behavior, audio cues and clear targeting feedback.

NiagaraAnimationTargeting
04

AI & NPC Abilities

Extensible ability families for varied NPC archetypes—from projectiles and grenades to stuns, slows, knockback and close-range attacks.

AINPCReusable Systems
Fantasy character ability effects during combat on a ship deck
Production focusNetworked combat

Selected systems

Complex under the hood.
Intuitive in play.

Recent work has centered on multiplayer fantasy combat: ships, weapons, heroes and NPCs sharing one coherent ability architecture.

01

Naval weapons & targeting

Cannon, ballista and mortar ability sets with ballistic trajectories, aim visualization, camera work and damage filtering for ship combat.

02

Character ability frameworks

Shared foundations for shields, projectiles, AoE, homing, crowd control and combo abilities—then specialized cleanly per character or NPC.

03

Production architecture

Pooled actors, custom ability tasks, hit validation, team filters and lifecycle resets designed to remain understandable as content scales.

Technical stack

Unreal Engine5.4 / 5.6
LanguagesC++ / Blueprints
FrameworksGAS / Lyra
GameplayReplication / AI / Physics
PresentationNiagara / Animation / Audio
ProductionPerforce / Git / Rider

Development approach

Strong foundations.
Fast iteration.

01

Architecture before duplication

Build the reusable rule once, then expose the right controls for fast content creation.

02

Debug the whole network path

Trace ownership, authority, prediction and replication before treating symptoms.

03

Mechanics and presentation together

Gameplay logic, VFX, animation and camera should reinforce the same readable action.

A note on public work

Commercial experience.
Private by design.

I work on a large Unreal Engine production and deliberately don't link a public GitHub or expose proprietary project code. I'm happy to discuss architecture, responsibilities and problem-solving in a private professional conversation.