Game development studies and devlogs.
All published articles about Unreal Engine, C++, Blueprints, and the learning process in Gameplay Programming.

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.

Understanding the lifecycle of an Actor in Unreal Engine
An initial study of how an Actor is created, initialized, updated, and destroyed inside Unreal Engine.

Why a game development blog?
A place to document game development studies, discuss concepts, and share knowledge or opinions about different learning materials.