Unreal Engine | Online Multiplayer | C++ | Blueprint
Multiplayer game systems programmer with a love for powering video games through modular designs.
Passionately developing with Unreal Engine for 4+ years as an indie.
Bachelor of Science in Computer Science
August, 2020 - (Graduating) May, 2023
Charleston Southern University - 3.4 GPA cum laude
Programming Languages
C++
Blueprint Visual Scripting
C#
Software
Unreal Engine
Git
GitHub
Visual Studio
Blender
General
Debugging (IDE)
Source Control
Project Collaboration
Exploring Engine Code
Adaptable
Other
3D Software
Drawing
PC Building
Animation Setup
September, 2022 - Present
• Make skinless Skeletal Mesh generation functionality for creating animated skeletons
• Make PortrayalDefinition for defining how viewers are included and excluded from viewing
• Make ObjectReferenceLibrary subsystem for identifying PortrayalDefinitions by Gameplay Tag
• Make general-purpose Primitive Scene Proxy implementations
Custom Collision Queries
April, 2022 - June, 2022
• Make method for penetrating any hit while preserving the desired hit responses
• Make function for modifying Hit Result trace data
• Optimize backwards query distance required for exit hits, reducing up to 50% of function time
• Develop function for ordering entrance and exit Hit Results to the query's forwards direction
• Develop query that can lose strength based on distances between entrance and exit Hit Results
Ability System Setup
May, 2020 - August, 2022
• Develop common initialization and uninitialization for Ability System Component with Avatar Actor
• Develop Gameplay Tag workflow for associating Input Actions with Gameplay Abilities
• Make granting and removing of Ability Sets
• Make a way to reuse Target Actors through several Ability Task usages
• Make custom Gameplay Target Data Filters
Input Setup
July, 2022
• Develop subsystem gathering Input Action references from game project and dynamic plugins
Property Wrapper
June, 2021 - November, 2022
• Develop usage of FProperty pointers for Push Model replication and generic serialization