Dmytro
C++ developer
- City of residence:
- Vinnytsia
- Ready to work:
- Remote
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Dmytro Myrhorodskyi
Gameplay & Engine Programmer
Education About Me
Computer Engineering
Gameplay and Engine Programmer focused on Unreal Engine 5 and modern C++. I develop gameplay systems,
Junior Bachelor’s Degree
AI, engine features, and rendering projects through personal, freelance, and open-source work. I’m looking
Vinnytsia Technical College
for a position where I can contribute to gameplay and engine programming while continuing to grow as a
Expected Graduation: 2028
developer.
Contact
Ó [
Experience
dmytro.myrhoro- C++ Engine Programmer
[
Feb 2026 – Present
portfolio-apd. • Co-developed an open-source game engine in a two-developer team using modern C++ and
pages.dev
OpenGL
• Designed core engine systems around an ECS architecture with a focus on performance and
github.com/ scalability
toysmbb • Implemented low-level engine systems, including custom containers and memory manage-
ment utilities
• Collaborated on engine architecture, feature development, and Git-based workflows
Languages
Ukrainian — Native Freelance Project
English — B1+ • Implemented a procedural hexagonal grid generation system in Unreal Engine 5 (C++)
• Developed procedural road placement and building generation systems
• Delivered a successful prototype with positive client feedback
Skills
C++
Unreal Engine 5
Gameplay Programming
Engine Programming
OpenGL
Projects
GLSL
Git Horror Gameplay Framework
CMake Unreal Engine 5 / C++ • Source code available on GitHub
• Developed a modular horror game framework featuring interaction, inventory, item inspec-
tion, save/load, and physics-based object manipulation systems
• Implemented AI perception and State Tree-driven NPC behavior
• Designed reusable gameplay components to support rapid prototyping and scalability
Data-Driven RPG Combat System
Unreal Engine 5 / C++ • Source code available on GitHub
• Developed a modular combat framework with abilities, combo attacks, and character statis-
tics
• Built a data-driven architecture using configurable gameplay data and reusable components
• Designed systems for scalability, maintainability, and rapid gameplay iteration
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