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

Unreal Engine 5 Developer
C++ and Blueprint development focused on responsive abilities, multiplayer architecture and scalable gameplay for Unreal Engine 5.
What I build
Deep gameplay engineering with enough presentation awareness to make systems feel clear, responsive and finished.
Reusable Gameplay Abilities, Effects, Cues, targeting, filtering, state counters, cooldowns and combat interactions built for production—not isolated demos.
Authority-aware logic, responsive local feedback, replication strategy and multiplayer debugging across the full client-to-server path.
The connective layer between mechanics and presentation: animation montages, Niagara VFX, camera behavior, audio cues and clear targeting feedback.
Extensible ability families for varied NPC archetypes—from projectiles and grenades to stuns, slows, knockback and close-range attacks.

Selected systems
Recent work has centered on multiplayer fantasy combat: ships, weapons, heroes and NPCs sharing one coherent ability architecture.
Cannon, ballista and mortar ability sets with ballistic trajectories, aim visualization, camera work and damage filtering for ship combat.
Shared foundations for shields, projectiles, AoE, homing, crowd control and combo abilities—then specialized cleanly per character or NPC.
Pooled actors, custom ability tasks, hit validation, team filters and lifecycle resets designed to remain understandable as content scales.
Technical stack
Development approach
Build the reusable rule once, then expose the right controls for fast content creation.
Trace ownership, authority, prediction and replication before treating symptoms.
Gameplay logic, VFX, animation and camera should reinforce the same readable action.
A note on public work
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.