Dark Math Games
UE5 / C++ Engineer — Gameplay & Tools
Modular gameplay systems and a custom node-based graph editor for narrative/flow authoring, with GAS-driven abilities and tag-based logic.
- Tangerine Antarctic
I started out as a C++ developer, which built a strong foundation in software engineering, performance-focused development and complex runtime systems.
Some of the most valuable projects in my career — The Dark Pictures Anthology and Microsoft Flight Simulator 2024 — shaped me as an Unreal Engine / C++ engineer across gameplay systems, custom editor tools, runtime stability, console development and large-scale codebases.
UE5 / C++ Engineer — Gameplay & Tools
Modular gameplay systems and a custom node-based graph editor for narrative/flow authoring, with GAS-driven abilities and tag-based logic.
C++ Porting Engineer
Key role in the full PS5 port of MSFS 2024 — engine runtime, platform abstraction, DualSense haptics and cook-time mesh optimization.
UE5 / C++ Porting Engineer (Contract)
Full-cycle console porting to PlayStation, Xbox and Switch — Common UI rebuild, certification systems and level-streaming rework.
UE5 / C++ Engineer — Gameplay & Tools
Gameplay systems for The Dark Pictures Anthology — interactive cinematics, QTE, branching-narrative hooks and camera reworks.
C++ Software Engineer
Components for embedded Linux smart-home devices — IPC/service communication, runtime event processing and streaming logic.
C++ Gameplay Engineer
Gameplay and runtime systems in C++ for live mobile production — mechanics, performance and live production debugging.
C++ Gameplay Engineer
Gameplay and engine-side systems in C++ with an OpenGL mobile rendering pipeline on constrained mobile hardware.
Junior C++ Software Engineer
C++ client/server application for sensor communication with Qt-based desktop UI workflows.
Shipped across PS5, Xbox and Nintendo Switch — from cinematic horror to a flight-sim console port.
Climax Studios
Key role in the full PS5 port from PC/Xbox — engine runtime, platform abstraction and console-facing systems on a large production codebase.
Kevuru Games
Full-cycle console porting from PC to PlayStation, Xbox and Nintendo Switch, including a Common UI rebuild and streaming rework.
Supermassive Games
Gameplay systems for the cinematic horror anthology — interactive cinematics, QTE and branching-narrative hooks.
Supermassive Games
Gameplay and animation-facing systems for the cinematic horror title, with a focus on runtime stability and responsiveness.