Максим
C++ програміст
- City of residence:
- Kharkiv
- Ready to work:
- Remote
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Date of birth: 16/09/2005 Place of birth: Kharkiv, Ukraine Phone number: [
Email address: [
Telegram: @Qw123hd
ABOUT ME
Unreal Engine Junior Gameplay Programmer with experience in C++ and Blueprints. Working with Gameplay Ability
System (GAS), AI (Behavior Trees, EQS), and core mechanics. Focused on building stable and scalable gameplay
systems.
SKILLS
Core : C++, Unreal Engine 5, Unreal Engine Blueprintts, Git Gameplay: Gameplay Ability System (GAS), Multiplayer
(Replication, RPC) AI : Behavior Trees, EQS, AI Perception, Navigation system Audio : MetaSounds, Sound Cues,
occlusion/attenuation/reverb settings Animations : Anim Blueprints, State Machines, Motion Warping, IK, Anim
Montages Physics : Physical Animations, Physics Constraints VFX : Cascade and Niagara UI : UI/HUD
develompment, Widget interaction
WORK EXPERIENCE
EXTELA GAME STUDIO – UNREAL ENGINE DEVELOPER — DUNGEON CRAWLER MULTIPLAYER (NDA) – 01/05/2025 –
Current – ESTONIA
My tasks in the project
• Networking & Multiplayer: Implemented core multiplayer logic using Replication and RPCs (Server/Client/
Multicast)
• AI Architecture: Developed AI behaviors for NPCs and bosses, including group coordination logic and multi-
phase encounter states.
• Abilities System: Worked with Gameplay Ability System (GAS) to implement different abilities: projectile logic,
weapon attacks, area-of-effect (AoE) spells, environmental obstacle spawning, and state-based effects (revive,
dash, stuns).
• Audio : Set up audio systems using MetaSounds and Sound Cues with attenuation, occlusion and reverb
settings.
• Physical Animation: Implemented physical animation for hit reactions and ragdoll transitions.
PROJECTS
25/12/2024 – 20/04/2025
Never back down ( pet project )
W
hat i did in the project
• Combat System: Developed a souls-like combat system featuring light/heavy attacks, a target lock-on system,
and hit-box detection.
• Abilities & Stats: Implemented an attribute system (HP, Stamina, Mana) and different skill types including
projectile-based, AoE, and stat-modifier abilities.
• Advanced Movement: Developed character movement mechanics : sprint, crouch, roll.
• AI Encounters: Designed and programmed AI enemies with combat behaviors and state-driven logic.
• Interactive System: Developed a generic interaction system for world items and added dynamic UI.
• Audio & Visual Effects: Integrated audio for an immersive atmosphere with MetaSounds and SoundCues and
attenuation, occlusion and reverb settings, visual effects using Niagara and Cascade particle systems.
• SaveSystem: Developed a save/load system.
• UI & UX: Developed a user interface including Main Menu, HUD, and dynamic in-game menus using UMG.
Implemented level transitions with the Async Loading Screen plugin
Link https://drive.google.com/drive/folders/1ZlDaNKNvXGQg91m5jVNaAzjVwzHLyjXj
EDUCATION AND TRAINING
01/09/2023 – 29/02/2024
WILDAU-KHARKIV IT BRIDGE 2 CERTIFICATE - C ++ OBJECT-ORIENTED PROGRAMMING ( BACHELOR )
WILDAU-KHARKIV IT BRIDGE
Website https://wildau-it-bridge.de/
01/09/2022 – CURRENT
BACHELOR STUDENT NATIONAL TECHNICAL UNIVERSITY "KHARKIV POLYTECHNIC INSTITUTE"
Website https://www.kpi.kharkov.ua/ukr/
LANGUAGE SKILLS
Mother tongue(s): UKRAINIAN
Other language(s):
UNDERSTANDING SPEAKING WRITING
Listening Reading Spoken production Spoken interaction
ENGLISH B2 B2 B2 B2 B2
RUSSIAN C2 C2 C2 C2 C2
Levels: A1 and A2: Basic user; B1 and B2: Independent user; C1 and C2: Proficient user
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Maksym Pidhorniy Date of birth: 16/09/2005 Place of birth: Kharkiv, Ukraine Phone number: (Home) Email address: LinkedIn: Telegram: @Qw123hd ABOUT ME Unreal Engine Junior Gameplay Programmer with...
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