About the service
I am an Unreal Engine developer and create 3D games and interactive projects — from the first prototype to a release-ready build. My main tool is Unreal Engine combined with C++ for performant game code and Blueprints for rapid iteration, logic understandable to designers, and quick balance tuning. Over the years, I have shipped diverse projects: dynamic action prototypes, first-person and third-person games, architectural visualizations, product configurators, and educational simulators. Clean and maintainable architecture matters to me, so I build gameplay on clear components, interfaces, and data rather than a tangled mess of one-off scripts that falls apart as the project grows.
On the engineering side, I write custom game systems: character movement and combat, inventory and progression, AI on behavior trees and Environment Query System, save and load, and multiplayer based on Unreal's replication model. I confidently extend the engine at the C++ level, expose clean APIs to Blueprints, and profile CPU and GPU load to maintain stable frame rates on target hardware. On the visual side, I work with the material editor, lighting including Lumen, Niagara effects, animation blueprints, and level design so the result not only runs stably but also looks and feels genuinely good in the player's hands.
I work carefully with version control, maintain readable commits and documentation, and explain progress in plain language so even a non-technical client always understands the bigger picture. Whether you need a new game from scratch, rescue a stuck project, or a specific feature or optimization in existing code — I'll handle the technical part and do it reliably.
— Gameplay programming in C++ for Unreal Engine
— Blueprints scripting and hybrid C++/Blueprint systems
— Character control, combat, AI, inventory, and progression
— Multiplayer setup and replication
— Materials, Lumen lighting, Niagara VFX, and rendering
— Profiling and optimization for target platforms
On the engineering side, I write custom game systems: character movement and combat, inventory and progression, AI on behavior trees and Environment Query System, save and load, and multiplayer based on Unreal's replication model. I confidently extend the engine at the C++ level, expose clean APIs to Blueprints, and profile CPU and GPU load to maintain stable frame rates on target hardware. On the visual side, I work with the material editor, lighting including Lumen, Niagara effects, animation blueprints, and level design so the result not only runs stably but also looks and feels genuinely good in the player's hands.
I work carefully with version control, maintain readable commits and documentation, and explain progress in plain language so even a non-technical client always understands the bigger picture. Whether you need a new game from scratch, rescue a stuck project, or a specific feature or optimization in existing code — I'll handle the technical part and do it reliably.
— Gameplay programming in C++ for Unreal Engine
— Blueprints scripting and hybrid C++/Blueprint systems
— Character control, combat, AI, inventory, and progression
— Multiplayer setup and replication
— Materials, Lumen lighting, Niagara VFX, and rendering
— Profiling and optimization for target platforms