Isometric Action-RPG & Mobile Architecture (Unreal Engine 5 / C++) open to new opportunities
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.
Self-directed project
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.
Gameplay Programmer – Third-Person Survival Horror (UE5 / C++)
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.
Creator & Lead Developer — Echo Analyzer (Flutter App)
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.
Interactive Museum Developer – VR, VR-PC, and Mobile
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.
Bachelor of Engineering
Bachelor’s Degree
Higher Cardiopulmonary Technician