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Unreal Engine Developer
- City of residence:
- Odesa
- Ready to work:
- Remote
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Andrii Shelenhivskyi
Unreal Engine Developer
About
Main Skills Ambitious Unreal Engine Gameplay & Systems Developer with 2 years of
Programming Languages: hands-on experience building multiplayer gameplay systems in C++.
Primary: C++, C# Specialized in Gameplay Ability System (GAS), network replication, and
Familiar: Java, JavaScript, Verse, modular plugin-based architecture for scalable game features and teaching
Pawn, Phython Unreal Engine concepts.
Architecture: OOP, SOLID, Patterns Designed and implemented core gameplay systems including abilities,
Game Engines: combat, interactions, inventory-driven mechanics, and UI workflows using
Unreal Engine 5 (C++, Blueprint): Common UI. Contributed to both large modular Unreal Engine projects and
Gameplay Ability System (GAS) live-service UEFN experiences, focusing on clean architecture, maintainable
Multiplayer (Replication & RPC) codebases, and production-ready systems.
AI:
Behavior Trees
Blackboards Experience
Perception
FGFactory (02/2025 — 03/2026)
UI: Slate, UMG, Common UI
Developed multiplayer gameplay systems in Unreal Engine 5 using C++
Mover
and Gameplay Ability System (GAS), including Inventory, Weapon
UEFN
Framework, combat abilities, and AI driven gameplay features
Unity
Designed modular gameplay architecture for a live-service multiplayer
ML/DL:
project, enabling scalable feature expansion without core system
Mathematical understanding
changes
PyTorch
Implemented server-authoritative replication (RPC, NetMulticast) for
scikit-learn
combat, abilities, and persistent progression systems
XGBoost
Integrated animation systems (Animation Blueprints, montages) with
Version control:
gameplay logic to ensure responsive combat feedback and ability
Git (GitHub, Fork)
execution
Perforce
Contributed to gameplay architecture design, code reviews, and
technical planning within the team
Education
W3GLab (10/2023 — 11/2024)
Odesa Technological University "STEP"
Developed core gameplay systems in Unreal Engine 5 (C++), including
(2021-2025)
Interaction System, Quest/Objectives framework, and progression
Bachelor of Computer Science
mechanics
Built multiplayer survival/farming systems with data-driven progression
Udemy
and in-game economy layer (including optional NFT-based components)
(2022)
Implemented interaction and world systems for gameplay objects, land
Unreal Engine 5 Course
management, and reward logic
Created UMG-based UI systems for inventory, quests, interactions, and
Uman National University
gameplay feedback
(2025-2026)
Refactored legacy gameplay code and improved system stability and
Master of Computer Science
runtime performance
Master of Economics
ShapeShifter
Languages Implemented physics-based interaction systems and environmental
gameplay mechanics in Unreal Engine
English
Developed traversal and movement systems integrated with character
Ukrainian
movement and collision handling
Built responsive interaction logic with gameplay feedback through UI,
audio, VFX, and animation systems
Contact Focused on reliable physics-driven gameplay behavior and player
Phone: interaction consistency
[open contact info ](look above in the "contact info" section)
EscapeChronicles (Video)
Developed gameplay systems and state-driven UI architecture (HUD,
Email:
menus, gameplay flow)
[open contact info ](look above in the "contact info" section)
Implemented modular interaction and environment-driven gameplay
mechanics
City:
Integrated combat systems with animation state machines and gameplay
Poznan, Poland
state logic
Worked with designers and gameplay programmers on rapid prototyping
GitHub | LinkedIn
and iteration of core features
Unreal Engine Developer
About
Main Skills Ambitious Unreal Engine Gameplay & Systems Developer with 2 years of
Programming Languages: hands-on experience building multiplayer gameplay systems in C++.
Primary: C++, C# Specialized in Gameplay Ability System (GAS), network replication, and
Familiar: Java, JavaScript, Verse, modular plugin-based architecture for scalable game features and teaching
Pawn, Phython Unreal Engine concepts.
Architecture: OOP, SOLID, Patterns Designed and implemented core gameplay systems including abilities,
Game Engines: combat, interactions, inventory-driven mechanics, and UI workflows using
Unreal Engine 5 (C++, Blueprint): Common UI. Contributed to both large modular Unreal Engine projects and
Gameplay Ability System (GAS) live-service UEFN experiences, focusing on clean architecture, maintainable
Multiplayer (Replication & RPC) codebases, and production-ready systems.
AI:
Behavior Trees
Blackboards Experience
Perception
FGFactory (02/2025 — 03/2026)
UI: Slate, UMG, Common UI
Developed multiplayer gameplay systems in Unreal Engine 5 using C++
Mover
and Gameplay Ability System (GAS), including Inventory, Weapon
UEFN
Framework, combat abilities, and AI driven gameplay features
Unity
Designed modular gameplay architecture for a live-service multiplayer
ML/DL:
project, enabling scalable feature expansion without core system
Mathematical understanding
changes
PyTorch
Implemented server-authoritative replication (RPC, NetMulticast) for
scikit-learn
combat, abilities, and persistent progression systems
XGBoost
Integrated animation systems (Animation Blueprints, montages) with
Version control:
gameplay logic to ensure responsive combat feedback and ability
Git (GitHub, Fork)
execution
Perforce
Contributed to gameplay architecture design, code reviews, and
technical planning within the team
Education
W3GLab (10/2023 — 11/2024)
Odesa Technological University "STEP"
Developed core gameplay systems in Unreal Engine 5 (C++), including
(2021-2025)
Interaction System, Quest/Objectives framework, and progression
Bachelor of Computer Science
mechanics
Built multiplayer survival/farming systems with data-driven progression
Udemy
and in-game economy layer (including optional NFT-based components)
(2022)
Implemented interaction and world systems for gameplay objects, land
Unreal Engine 5 Course
management, and reward logic
Created UMG-based UI systems for inventory, quests, interactions, and
Uman National University
gameplay feedback
(2025-2026)
Refactored legacy gameplay code and improved system stability and
Master of Computer Science
runtime performance
Master of Economics
ShapeShifter
Languages Implemented physics-based interaction systems and environmental
gameplay mechanics in Unreal Engine
English
Developed traversal and movement systems integrated with character
Ukrainian
movement and collision handling
Built responsive interaction logic with gameplay feedback through UI,
audio, VFX, and animation systems
Contact Focused on reliable physics-driven gameplay behavior and player
Phone: interaction consistency
[
EscapeChronicles (Video)
Developed gameplay systems and state-driven UI architecture (HUD,
Email:
menus, gameplay flow)
[
Implemented modular interaction and environment-driven gameplay
mechanics
City:
Integrated combat systems with animation state machines and gameplay
Poznan, Poland
state logic
Worked with designers and gameplay programmers on rapid prototyping
GitHub | LinkedIn
and iteration of core features
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