
Build once, use anywhere
I implemented full gameplay systems and progression logic with modular subsystems in C++ and Blueprints, reused across multiple vertical slices so artists and designers could prototype and test independently.
Frameworks and plugins
I designed frameworks and plugins for co-op, Gameplay Ability System, Game Features, World Partition and interaction systems, supporting prototypes across several genres.
Production context
These prototypes spanned client work and internal IPs, alongside the UEFN experiences I directed technically.