Skills

The technologies and tools I use to build games.

From Unreal Engine and C++ to Unreal's subsystems, and from my areas of expertise to the tools I use every day, my technical skills by category.

Areas of Expertise

  • Unreal Engine 5

    Gameplay systems, editor tools and real-time applications.

  • C++

    Modular, data-driven gameplay systems and plugin development.

  • Blueprints

    Designer-friendly, Blueprint-exposed systems and rapid prototyping.

  • Gameplay Systems

    Weapon, inventory, health / damage and experience systems.

  • Editor Tools & Plugins

    Plugins published on Fab and project-specific editor tools.

  • UI Systems

    CommonUI menus, HUD indicators and modal dialogs.

  • Performance Optimization

    About 30% higher FPS through rendering, lighting and foliage optimization.

  • Async Asset Loading

    Efficient memory use with soft references and a ref-counted cache.

  • Localization

    Localization into 12 languages, string tables and translation workflows.

By Category

Engine & Languages(3)

  • Unreal Engine 5

    Gameplay systems, editor tools and real-time applications.

  • C++

    Modular, data-driven gameplay systems and plugin development.

  • Blueprints

    Designer-friendly, Blueprint-exposed systems and rapid prototyping.

Unreal Systems(8)

  • Enhanced Input

    Gameplay tag based input routing and key rebinding.

  • CommonUI

    Menus, settings screens and gamepad navigation.

  • Gameplay Tags

    Tag-based routing, inventory and state management.

  • Game Features

    Game Feature Actions that turn on and off per experience.

  • Data Assets

    Data-driven configuration without code.

  • PCG

    Procedural content generation.

  • World Partition

    Partitioning and streaming large worlds.

  • Mass / City Sample

    Crowd and traffic simulation.

Development(8)

  • Gameplay Systems

    Weapon, inventory, health / damage and experience systems.

  • Editor Tools & Plugins

    Plugins published on Fab and project-specific editor tools.

  • UI Systems

    CommonUI menus, HUD indicators and modal dialogs.

  • Performance Optimization

    About 30% higher FPS through rendering, lighting and foliage optimization.

  • Async Asset Loading

    Efficient memory use with soft references and a ref-counted cache.

  • Localization

    Localization into 12 languages, string tables and translation workflows.

  • Automated Testing

    Automated test coverage and Shipping build validation.

  • Multiplayer & Replication

    Server-authoritative inventory, client-side prediction and lag compensation.

Tools(7)

  • Git

  • PlasticSCM

  • Perforce

  • AWS

    Cloud services for DLC / patch / update systems.

  • Blender

  • SketchUp

  • Twinmotion

Tools & Technologies

  • Unreal Engine 5
  • C++
  • Blueprints
  • Git
  • PlasticSCM
  • Perforce
  • AWS
  • Blender
  • SketchUp
  • Twinmotion