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