About Me

I’m a gameplay engineer focused on building responsive, scalable systems in Unreal. My work centers on multiplayer gameplay, combat mechanics, and animation-driven features that feel tight, intentional, and production-ready.

Over the years I’ve contributed to commercial game projects and large-scale training simulations, developing networked systems, modular gameplay frameworks, and performance-conscious C++ architecture.

I’ve always been drawn to problem solving — especially where design vision meets technical constraint — and I’m at my best when turning complex ideas into clean, reliable gameplay systems.