Isometric Action-RPG & Mobile Architecture (Unreal Engine 5 / C++)
Demonstrated experience with Software Engineering & OOP.
Demonstrated experience with Core Languages & Tech Stack.
Demonstrated experience with Platforms & Environments.
Demonstrated experience with Game Engine & Gameplay Systems.
Demonstrated experience with Animation Systems.
Isometric Action-RPG & Mobile Architecture (Unreal Engine 5 / C++) open to new opportunities
Engineered a high-performance, modular Isometric Action-RPG framework in Unreal Engine 5 tailored for Mobile and cross-platform deployment using Modern C++ and data-driven design patterns.. Built a responsive C++ combat system featuring combo chaining with timing windows, iframe-based dash evasion, lock-on strafe targeting, and multi-target cleave hit detection using optimized sphere collision traces.. Architected a dynamic stance-switching system (EWeaponStanceState) integrated with UE5 Linked Animation Layers (LinkAnimClassLayers), enabling seamless runtime animation injection across modular character meshes.. Developed a high-performance C++ AnimInstance utilizing NativeThreadSafeUpdateAnimation to compute locomotion and directional velocity on worker threads, drastically cutting Game Thread frame time for mobile performance budgets.. Implemented a low-level touch controller (FSlateApplication / pointer capture override) featuring normalized radial clamping and direct input injection into Unreal’s Enhanced Input System.. Decoupled gameplay logic via UPrimaryDataAsset for items/equipment and dynamic multicast delegates for zero-polling reactive HUD updates (health, active stance, consumable charges).. Built an extensible IInteractionInterface handling physical pickups, screen-space proximity prompts, and in-game lore document viewers with clean viewport and input-mode transitions.
Developed a modular, component-driven third-person survival horror architecture in Unreal Engine 5 using modern C++ and data-driven design patterns.. Created a Resident Evil-style 2D inventory supporting arbitrary item dimensions, spatial collision checks, automatic packing algorithms, item stacking, and full UMG/C++ Drag & Drop support.. Handled firearms and melee weapons with a decoupled component-based weapon architecture, driving a reactive HUD.. Implemented a dynamic health and stance state machine altering movement speeds, character physics, and animation sets in real-time.. Built an in-game journal and document reader with seamless input-mode transitions.
Designed and developed Echo Analyzer, a mobile application built with Flutter to perform accurate and guideline-based echocardiographic calculations for clinicians and students.. Developed key features for echocardiographic calculations and published the app on the Amazon Appstore.
Created an interactive museum where users engage with floating sculptures, audio, and room teleportation.. Developed primarily in C++ for high performance with plans to launch on mobile platforms in first-person mode.