Gameplay Programming
Unreal Engine 5, C++, Blueprints, Gameplay Framework, prototyping, and implementation of playable systems.
Gameplay Programmer / Unreal Engine Developer
Game development student focused on Unreal Engine, gameplay programming, AI, combat systems, and game design. I am building personal projects, technical studies, and collaborative work to grow in gameplay architecture, C++, Blueprints, and scalable systems.
Unreal Engine 5, C++, Blueprints, Gameplay Framework, prototyping, and implementation of playable systems.
Combat, attributes, abilities, damage flow, lock-on targeting, interaction, progression, and modular architecture.
State Trees, behavior debugging, technical integration with animation, 3D models, and assets.
Game design, level design, technical documentation, prototype scoping, and collaboration with multidisciplinary teams.
In-development project used as my main lab for boss combat, modular systems, GAS concepts, C++, and gameplay architecture.
Gameplay Ability System study applied to a top-down action RPG, focused on attributes, abilities, effects, and C++/Blueprint integration.
Published 2D action game on Itch.io, developed in a team with focus on gameplay, level design, and a playable web build.
Technical contribution to an Unreal Engine 5 boss rush, adjusting AI behavior for 8 bosses with State Trees, reviewing Blueprints, and integrating animation and 3D model updates.
Academic work and projects focused on gameplay programming, design, prototyping, mechanics, balancing, and digital games.
Unreal Engine 5, C++, Gameplay Ability System, game AI, systems architecture, and technical documentation.