Nine years deep in C++ and Blueprints across multiplayer, live-ops and VR — with AAA credits, two Packt-published Unreal Engine books, and most recently the end-to-end revival of a live multiplayer title: five engine versions migrated, thirty languages shipped, rated “Very Positive” on Steam.
A free-to-play multiplayer naval-combat title on Steam that had gone dormant on UE 4.19. As the sole engineer, I brought it back to active development, modernized every layer — engine, gameplay, storefronts, servers, live-ops — and prepared its expansion to the Epic Games Store.



Persistent guilds with six permission-based roles, emblems, strongholds and quests — plus scheduled 8v8 best-of-three Guild Wars on PlayFab Groups, Leaderboards V2 and DynamoDB.
Private matches with join codes, team assignment, bots, map votes, lobby chat and a purpose-built spectator camera — allocated directly through AWS Lambda, bypassing matchmaking.
One player population across Steam and Epic: cross-platform matches, parties and guilds, EOS↔Steam account linking, full developer-portal setup across Dev/Stage/Live.
Every menu, popup and list navigable on pad — focus handling built as a system, Deck-legible UI at 1280×800, per-device glyphs, runtime input switching.
GameFabric baseline + Gameye surge capacity, servers shipped as Docker images, Agones health/allocation, one unified fleet for every mode — dramatically cheaper than the old setup.
US-West + EU-West with deterministic lowest-ping selection, party-level ping aggregation, and high-latency warnings — spanning GameFabric, Gameye and GameLift.
A decade of production Unreal Engine work — gameplay, networking, platform ports and the systems that keep games alive after launch. Clips are real, in-engine captures of systems I built.
Contracted to design and deliver the complete avatar system for a AAA VR metaverse: proximity-activated customization terminals, gesture-driven hand-swipe browsing, and asynchronous loading pipelines that keep frame rates smooth while streaming asset-heavy, high-fidelity characters. Backed by persistent color/loadout saves and Mutable-driven dynamic skeletal meshes; earlier gameplay & 3D-UI work on the same title at TLM Partners, with AccelByte backend integration.
A supervised truck-driving simulator used for real workforce training. Engineered its supervisor–trainee multiplayer from scratch (LAN, Steam, dashboard-joined sessions), vehicle-specific interactive cabins, dynamic plowable snow, live voice chat, shared replays saved to the supervisor's machine, and automated scoring that lands in a live database — across keyboards, VR headsets, motion trackers, professional rigs and triple-monitor setups.
Ported the hit VR boxing title from Meta Quest 2 to Pico Neo 3: engine upgrade from UE 4.19 to 4.24, dependency and regression fixes across the stack, and Simplified Chinese localization for the target market.
Built gameplay for an RPG on the Pixelmon IP with the Gameplay Ability System at its core, plus the title's dedicated-server setup, chunking & patching systems, and Wwise audio integration.

Prototype remake of the WWII MMO blending boots-on-the-ground FPS with an RTS command layer — I built UI systems for the HQ demos and supported the hybrid FPS/RTS architecture in C++.

Led a team of five engineers at Big Immersive — building the studio's onboarding, architectural standards and delivery processes from scratch while shipping UE4 projects across desktop, mobile, VR and AR: gameplay, networking, DLC & patching, backend integration and UI. Before that: projection-mapping, VR and AR experiences in UE4, Unity and Kinect v2 at Vanilla Arcade.
Shipping is the halfway point. I build the server infrastructure, live-ops tooling and pipelines that keep a multiplayer game profitable and stable in production.
Hybrid GameFabric + Gameye fleets with Docker-image server builds, Agones lifecycle, AWS Lambda allocation, multi-region matchmaking — engineered for cost as much as for latency.
Retention cohorts and revenue analytics synced from PlayFab, GameLift fleet scaling, Guild War season control via CloudScript, GM & moderation tools, Sentry crash triage — secured with RBAC (26 granular permissions) and a full audit trail.
ComfyUI + n8n pipelines on RunPod cloud GPUs generating art assets and in-game-usable video content — plus Docker-containerized tooling for reproducible local deployments.
Co-author of Packt's project-based Unreal Engine titles — teaching engine development in C++ and Blueprints from first principles through complete, shippable games. If you hire me, you get the engineer other engineers learn Unreal from.
Sole engineer on the end-to-end revival of Maelstrom — engine migration ×5, EOS crossplay, hybrid server infrastructure, live-ops CRM, and the full feature slate above.
Led multiple project teams across Digital Twin, Metaverse and Pixel Streaming demo builds — UI, multiplayer, server deployment and gameplay.
Architected and delivered the complete Avatar Customization System for VR and PC with production-quality code and documentation.
Pixelmon RPG in UE 5.2 — Gameplay Ability System, dedicated servers, patching, Wwise.
UI, Gameplay and Framework squads on AAA UE4 titles: Creed: Rise to Glory VR (Quest 2 → Pico port), Sensorium Galaxy, Heroes & Generals remake.
Led a team of 5 — built onboarding, process flows, architectural standards and KPI-driven delivery tracking from scratch; shipped UE4 projects across desktop, mobile, VR and AR.
Projection-mapping, VR and AR experiences in UE4, Unity and Microsoft Kinect v2.
Fully remote with distributed US and EU studios since 2020 — the process, the overlap and the hardware are already in place.
Full working-day overlap with all of Europe; consistent morning overlap with US East Coast teams — proven across six remote engagements.
Full engine-source builds, heavy editor work and local dedicated-server testing without waiting on hardware provisioning.
Open to remote senior/lead Unreal roles and substantial contracts. Send your engine version, platform and current blocker — I'll reply with an honest read on whether I'm the right fit.