PLACEHOLDER

Systems Engineer & Game Developer

Building consumer games and their systems. Focused on UE5 C++, combat architecture, and 3D asset pipelines. Currently developing an independent tactical roguelite.

10+ years in full-stack engineering across web services and backend systems, now focused on game development. Working in UE5 C++ with a focus on combat systems, ability architecture, and custom action frameworks.

Parallel focus on 3D modeling, texturing, and asset pipelines for real-time environments.

UE5 C++ Gameplay Ability System Blender Maya Substance Painter JetBrains Rider
Screenshot / Key Art — Placeholder

Wanderers of the Mist

Turn-based tactical roguelite — UE5 C++ — In development

A 2v2 positional combat system built around front/back slot mechanics and a custom ability action framework on top of UE5's Gameplay Ability System. Four playable unit kits with transformable weapons and a token-based status system driving cross-unit combo chains. Combat design is currently in active playtesting and subject to change.

UE5 C++ GAS Custom Action System Token-Based Combat Turn-Based Roguelite
Development Roadmap
2026.06–07
Combat System Core combat loop: 2 weapons, 2 player characters, 2 enemies. Token system, positional mechanics, basic UI, playtesting and refinement.
Ongoing: market research and value curve analysis to validate commercial direction.
2026.08
Combat UI Full combat UI design pass. Token state display, action feedback, readability. Playtesting and refinement.
2026.09
Map Traversal Node-based map system, basic events, map UI. Integration playtesting with combat loop.
2026.10–11
First Polish Pass Visual and audio pass using premade assets and SFX as a base, customized where needed. Premade animations. Playtesting and refinement.
2026.12–2027.01
Enemy Roster Additional enemies to complete a full single run. Playtesting.
2027.02
Frontend Start menu, options, save/load system.
2027.03
Early Release — v0.1 Release on itch.io, Steam, and other PC platforms. Combat system refinement continues post-release based on player feedback. Further development toward a full release.
Prototype Video
Combat system walkthrough — work in progress
Architecture Diagram — Placeholder

The combat pipeline runs from a central BattleBoard through a TurnHandler and ActionSystemComponent to a static TokenResolver. Status token changes bubble up via GAS attribute delegates to a delta-based UI update layer, avoiding polling. Positional state is stamped directly onto unit Ability System Components at slot assignment.

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3D modeling and texturing. Tools: Blender, Maya, Substance Painter.