Gameplay Systems Engineer — Unreal Engine 5
Modular movement framework inspired by Lyra.
Implemented orientation warping, stride warping, turn-in-place, layered animation blending, and scalable multiplayer-safe movement architecture.
Foot-slide free start & stop realism.
Used distance curves to drive start/stop animations based on velocity deltas, eliminating foot sliding and improving movement responsiveness.
C++ smart placement algorithm.
Built rotation-aware grid validation, collision detection, runtime/static item separation, and fragment-based modular item logic.
Context-aware interaction framework.
Designed hold-to-interact, multi-tap logic, push mechanics, bench sitting, and Gameplay Ability System–driven interaction tasks.
Scalable AI decision architecture.
Combined State Trees for high-level orchestration with Behavior Trees for granular execution, enabling modular NPC workflows.
Attributes, effects & execution logic.
Custom Attribute Sets, Gameplay Effects, execution calculations, elemental damage systems, resistance mitigation, and multiplayer-safe replication.
Gameplay Tags as system backbone.
Used Gameplay Tags for input binding, ability activation, inter-system communication, and dynamic feature toggling.
Open to Unreal Engine gameplay engineering roles and advanced technical collaboration.