Modular Experience System
- Unreal Engine 5
- C++
- Blueprints
An Unreal Engine plugin where gameplay experiences are composed through parent-child definitions, with Game Feature Actions activated and deactivated per experience.
Game Developer · Unreal Engine & C++
I build gameplay systems, editor tools and real-time interactive applications with Unreal Engine 5 and C++.
I create modular, data-driven frameworks for input, inventory, UI and game settings, and publish documented Unreal Engine plugins on Fab.
I'm a game developer building gameplay systems, editor tools and real-time interactive applications with Unreal Engine 5 and C++. I design modular, data-driven frameworks for input, inventory, UI and game settings, with a focus on clean architecture and designer-friendly workflows.
Optimizing rendering performance and building production pipelines and update systems are a big part of my work too. I publish the Unreal Engine plugins I build on Fab and back them with documentation, setup guides and usage examples on GitBook and YouTube.
I build modular, extensible gameplay mechanics in C++ and Blueprint.
I create documented Unreal Engine plugins and editor tools, published on Fab.
I tune foliage, lighting and rendering setups for smooth experiences.
I speed up production with asset pipelines, launchers and DLC / patch systems.
Gameplay systems, editor tools and real-time applications.
Modular, data-driven gameplay systems and plugin development.
Designer-friendly, Blueprint-exposed systems and rapid prototyping.
Weapon, inventory, health / damage and experience systems.
Plugins published on Fab and project-specific editor tools.
CommonUI menus, HUD indicators and modal dialogs.
About 30% higher FPS through rendering, lighting and foliage optimization.
Efficient memory use with soft references and a ref-counted cache.
Localization into 12 languages, string tables and translation workflows.
An Unreal Engine plugin where gameplay experiences are composed through parent-child definitions, with Game Feature Actions activated and deactivated per experience.
A data-driven attachment system with a three-layer architecture for composing visual and gameplay elements on actors.
An Unreal Engine plugin with gameplay-tag driven routing for Enhanced Input, a time-based input buffer and editor tools that show what happened to every press.
Get in touch about projects, job opportunities or just to chat.