Software Engineer (Gameplay & Tools)
I deliver reliable UE5/C++ software—runtime systems, pipelines, and UX that make complex workflows easy—and I build fun, polished gameplay in Unreal/Unity.
Engineering Toolkit
I’m a C++/C# engineer who ships practical, maintainable systems in Unreal Engine 5 and Unity. I lean on data-driven design—JSON/FBX metadata, import/validation automation, and small utilities to keep workflows fast and predictable.
In UE5 I work comfortably with UObject/Actor lifecycles, reflection (UPROPERTY/UFUNCTION), components/subsystems, and UMG for clean, stable UI. My day-to-day includes clear docs, reproducible bug reports, and small, focused examples that unblock teammates.
Languages:
C++, C#, Python (additional: SQL, HTML, CSS, JavaScript)
Version Control Software:
Perforce, Git, GitHub
Software Tools:
Visual Studio, FMOD Studio, Blender
Engines:
Unreal Engine 5, Unity
Pipelines & Systems:
JSON serialization, FBX metadata ingestion, import/validation automation (naming/rig checks), runtime asset ingestion, batch/CLI flows.
Graphics & Performance:
Materials/shaders, LOD/debug overlays, lighting considerations; profiling with Unreal Insights
Plus:
Advanced Japanese (reading/writing/speaking) for UI text reviews and JP context checks
Teamwork & Shipped Games
I like building with people. I founded LegionSoft, a small online dev team that has released three games (with a fourth in production). I led programming while partnering with design, art, and audio to move from prototype to stable release. My responsibilities span planning, systems architecture, gameplay features, UI, level implementation, and structured QA/regression. I document decisions, keep feedback loops short, and keep the player experience front and center.
What I delivered:
Core gameplay systems: character controllers; AI state machines; combat loops; inventory/health/fuel/stamina; interaction systems.
Physics features: radial/relative forces; occlusion checks; physics-aware hit reactions.
UI & levels: in-game HUDs, menu flows, level layout/logic (Blueprints + native C++ hooks).
Audio integration:FMOD Studio events/parameters/mix snapshots tied to gameplay states.
QA & stability: test plans, regression passes, defect triage, and post-launch maintenance.
Gameplay & Real-Time Systems
I design responsive gameplay and the real-time systems that power it. Recently I worked on a UE5/C++ image-generation platform used for Army training simulations where weather, models, and scenarios run at runtime. To speed validation, I built a model-viewer tool that lets artists load assets on the fly, isolate sub-meshes/parts, run animations, inspect metadata, and capture reference shots to verify rigs, materials, and LODs.
I also contributed simulation features such as runtime weather, emissivity/temperature metadata handling, and a sensor kit for evaluating different sensor/camera profiles. I collaborate closely with design, art, and QA, focusing on fast iteration loops, clean UX, and stable performance.
Examples & highlights:
Model Viewer (UE5/C++): Runtime asset loading; select parts; trigger/scrub animations; view LOD/bounds/metadata; quick screenshots for QA notes.
Simulation features: Weather rendering/visibility behavior; sensor profiles for drone-style cameras; emissivity/temperature metadata to drive sensor responses.














.png)

