Game Developer Strategy Games Hr Remote open to new opportunities
Demonstrated experience with C++.
Demonstrated experience with Unreal Engine 5.
Demonstrated experience with Blueprint.
Demonstrated experience with UMG.
Demonstrated experience with Gameplay Tags.
FIREWAR STUDIOS
Direct the overall game and player-experience vision while leading hands-on technical development of a cooperative survival game built for Standalone, Listen Server, and Dedicated Server execution using a server-authoritative architecture.. Engineered a multiplayer grid inventory with item dimensions, rotation, equipment, containers, mutations, persistence, and optimized incremental replication using Unreal Fast Arrays.. Architected a persistent world-creature simulation using lightweight logical state, spatial relevance, and on-demand Actor materialization to reduce world and replication cost.. Develop modular systems for world loot, containers, interactions, quests, dialogue, save/load, equipment, and persistent world state while directing gameplay flow, interaction design, UI/UX, player guidance, and level readability.
EX LUX STUDIOS
Directed the gameplay and player-experience vision across combat, interactions, animation-driven gameplay, cinematics, UI, and other player-facing systems.. Mentored and trained less-experienced team members, providing hands-on guidance on Unreal Engine workflows, gameplay implementation, debugging, and development practices.. Helped structure, prioritize, and break down development tasks while collaborating with the Art Director to align visual decisions with the broader game vision and player experience.. Remained hands-on with Unreal Engine development, reviewing and guiding iteration while implementing combat, animation integration, interactions, cinematic flows, UI, persistence, and third-party gameplay frameworks.
THUNDER GAMES
Engineered aircraft movement and flight-control systems for a competitive multiplayer game, while contributing to gameplay design through movement proposals and iteration on player feel and responsiveness.. Collaborated with the team on character ability design, proposed gameplay mechanics, and provided design feedback on feature direction and player experience; implemented selected concepts directly in Unreal Engine.. Developed online systems for authentication, friends, parties, invitations, rooms, and multiplayer flows using AWS services including DynamoDB, Cognito, Lambda, API Gateway, GameLift, and WebSockets.. Implemented synchronized spectator functionality and gameplay UI connected to cloud-backed player services.. Built a desktop launcher in Qt and created WGT Builder, an Unreal tool that automated server build, packaging, and AWS upload/deployment steps, saving several minutes of manual work per deployment cycle.
NUXVERSE
Engineered a custom C++ networking layer for a large-scale Unreal Engine metaverse environment when the standard networking approach did not meet scalability and performance requirements.. Developed an Unreal Engine plugin bridging the custom networking/server layer with gameplay systems and applied spatial partitioning and relevance-based data distribution.. Built and executed stress tests that validated 300 concurrent simulated client connections.. Worked with Vivox, Pixel Streaming, real-time streaming, and web-connected multiplayer experiences.
MYTAVERSE
Developed multiplayer systems across C++, Blueprint, UI, networking, and web-connected Unreal Engine experiences.. Integrated Agora and Vivox for real-time voice/video and developed Unreal-to-web communication using payloads and WebSockets.. Worked with Pixel Streaming, AWS GameLift infrastructure, multiplayer stress testing, autoscaling, access/security workflows, and third-party Unreal plugins.. Contributed to an official PepsiCo training solution and developed an HTML/PHP application layer for receiving and processing training-session data.
EXODUS DEVELOPER
Developed core framework functionality for a multiplayer first-person shooter.. Implemented firearm shooting mechanics including recoil and repeatable spray/pattern behavior inspired by competitive FPS weapon systems.
Technology Degree, Digital Game Development