Gameplay Programmer focused on Unreal Engine, C++, and gameplay systems.
I write about gameplay architecture, Unreal Engine, technical studies, and the process of building game projects.

Setting up a combat system with GAS
When I think about combat architecture, the Gameplay Ability System (GAS) is the framework that comes to mind. In this article, I describe some of the challenges I faced while setting up GAS for Oathbreakers.
Content map
Technical articles
Unreal Engine, C++, Blueprints, architecture, and study devlogs.
Game projects
Published games, prototypes, and case studies focused on gameplay.
Readings & notes
Books, summaries, and practical applications in game development.
Future videos
Technical breakdowns, tutorials, and educational content in production.
Recent articles

Setting up a combat system with GAS
When I think about combat architecture, the Gameplay Ability System (GAS) is the framework that comes to mind. In this article, I describe some of the challenges I faced while setting up GAS for Oathbreakers.

Using AI to predict player behavior in Hood: Outlaws & Legends
An analysis of how Hood: Outlaws & Legends uses player behavior data to adapt NPCs, create tension, and reinforce the stealth design of the game.

Understanding the foundation of any game in Unreal Engine
A look at the main elements of Unreal Engine's Gameplay Framework and how they connect to form the structure of a game.

Blueprint or C++ in Unreal: how I decide where each piece of logic belongs
A practical reflection on when to use Blueprint, when to use C++, and how to avoid making a project difficult to maintain.