3+ years of commercial C++ experience. Building gameplay systems in Unreal Engine 5 — combat, AI, simulation, tech art - and writing clean, performant C++ outside of gamedev.
- 🧠 Gameplay AI & combat — AI perception, decision-making, ability-driven combat
- 🚁 Simulation — physics-based vehicles, controls, real-time systems
- 🎨 Tech art / tooling — landscape materials, shader & pipeline work
- ⚙️ Engine-side C++ — gameplay frameworks, scalable architecture
AICombat - UE5 sandbox exploring GAS, State Tree, Behavior Tree and Animation Blueprint for AI-driven combat encounters.
Engine & gameplay: Unreal Engine 5, C++ (17/20), Blueprints, GAS, State Tree, Behavior Tree, Animation Blueprint Graphics & tech art: Landscape materials, Material Editor, shaders General C++: STL, multithreading, data structures & algorithms, CMake Tools: Git, Visual Studio, Rider, Blender, Linux
Unreal Engine 5
- AICombat — gameplay AI & combat sandbox (GAS, State Tree, BT) (in progress)
- RosendroUE — UAV / drone simulator on UE5
- LandscapeAutoMaterial — auto-blending landscape material system
Modern C++
- cpp-transport-catalogue — transport routing with JSON I/O, graph search, binary serialization
- cpp-spreadsheet — spreadsheet engine with formula parser and dependency graph
- Telegram: @kiriql
- Open to remote / relocation — C++ / Unreal Engine roles
