I'm a gameplay engineer who has spent ten years at studios like NetherRealm, Telltale, and Hangar 13 building the systems beneath the surface — the combat logic, the AI decisions, the architecture that holds it all together. I never want to stop being hands-on with the craft.
From MK1's console combat AI to Mafia III's open-world perception layer — I build both the fight framework and the enemy brain. Move sets, Gameplay Ability System pipelines, behavior trees, and hit detection owned end-to-end across AAA and mobile.
Deep UE4 and UE5 expertise in C++ and Blueprint — character modular systems, Gameplay Ability System architecture, and designer-facing tooling across multiple shipped titles. Also shipped Unity-based mobile titles at Crowdstar / Glu.
Shipped and maintained MK Mobile and Injustice 2 Mobile simultaneously in live production — new fatalities, moves, buffs, debuffs, and tournament infrastructure delivered continuously without downtime.