I’m a C++ gameplay programmer focused on responsive player-facing systems, multiplayer, AI, and Unreal Engine.
I have been building games and technical experiments since 2017. My recent work includes networked ability and movement systems, authoritative multiplayer gameplay, game AI, rapid gameplay prototypes, simulation systems, and performance diagnostics.
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Bomberman Multiplayer
Authoritative C++ and SDL2 multiplayer implementation using ENet, with client prediction, correction, diagnostics, and technical documentation. -
UE5 Ability System Framework
Multiplayer-ready Unreal Engine gameplay framework featuring GAS, tagged input, replicated attributes, player and AI support, and prediction-safe movement abilities.- SimNetLab
C++23 bachelor research platform for evaluating snapshot replication techniques in a server-authoritative ECS simulation.
- SimNetLab
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Veggle
One-week UE5 team project featuring physics-based aiming, scoring, progression, data-driven content, and reactive player feedback. -
TankAI Decision Making
C++ game-AI sample comparing finite state machines and behaviour trees through shared sensing, navigation, motion, and combat services.
- Gameplay systems and responsive mechanics
- Multiplayer and networked gameplay
- Game AI and character movement
- Engine architecture and performance
- Interactive audio and music technology
- Linux development workflows
Outside code, I play piano, trombone, and drums, and have a habit of collecting rare instruments faster than I learn to play them.
