I build gameplay systems, multiplayer, and tools that ship — across Godot 4, Unreal C++, and Roblox. Clean architecture, documented code, deadlines respected.
Combat, inventory, state machines, save/load — architected to extend without breaking.
Client-server architecture, replication, matchmaking — from co-op to server-authoritative competitive.
Custom Godot plugins, Unreal editor utilities, and build pipelines that speed up production.
Profiling, memory management, draw-call reduction — built to hit target framerates on mobile and desktop.
Behavior trees, finite state machines, and pathfinding for NPCs that feel intentional.
Cross-platform desktop tools built with Godot — outside of games, for real workflows.
Open for freelance work on gameplay systems, multiplayer, and tools — in Godot 4, Unreal C++, or Roblox.