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Unreal Engine Game Developer (C++, Blueprint)

Вік:
18 років
Місто проживання:
Заболотів
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Дистанційно

Контактна інформація

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Viktor Antonyak
Unreal Engine C++ Developer (Gameplay & Systems)
📍 Dzhuriv, Ivano-Frankivsk region, Ukraine ✉️ [відкрити контакти](див. вище в блоці «контактна інформація»)
github.com/Viktor-Antonyak [відкрити контакти](див. вище в блоці «контактна інформація») endi00710.itch.io

Summary Technical Skills
Unreal Engine developer specializing in C++ and the Gameplay Ability System Engine: 

(GAS). Over the past four years, I have been studying the engine’s architecture Unreal Engine 4.27 - 5.7

in depth (UE4.27 – UE5.7), which has led to the development of my own C++/Blueprints
complex project in the first-person slasher genre. I have experience creating Architecture: 

custom plugins, optimization systems (Object Pooling), and combat World/GameInstance

mechanics. I am skilled at combining standard components with custom Subsystems,

architectural solutions (Subsystems, Actor Components). Actor Components,

Data-Driven Design
EXPERIENCE & PROJECTS
Gameplay Systems: 

Unreal Engine Gameplay/Systems Developer | "Devil Blade" (FPS Slasher) GAS (Gameplay Ability
December 2024 - Present System), 

CommonUI, 

Solo developing a scalable architecture for a dynamic first-person action pet Enhanced Input, 

project. Game Features, 

Movement (GAS + CMC): Expanded the standard walk and crouch Actor Components.
mechanics from the CharacterMovementComponent to include complex Animation & UI: 

movement mechanics such as Wall Run, Dash, Grappling Hook, Slide, and Control Rig,

Vaulting based on GAS. Linked Animation
Combat & Abilities: Designed the core combat system (combo attacks, Layers, 

blocks, attack clashes, “Demon Mode”) using custom GameplayAbilities HUD & Menu systems
and AttributeSets. (CommonUI)
System Architecture (Actor Components): Tools:
Developed the Input Buffer Component to process the queue of combo
attack commands.
Git
Created a Camera Management Component for procedural camera tilts Jira/Trello
and effects during wall-running.
Rider
Implemented a Weapon Component with a dynamic attachment Figma
system and weapon spawning entirely in C++.
Encounter System Plugin: Created a custom plugin based on the World Soft Skills
Subsystem to coordinate NPC actions, manage combat roles, and facilitate
team interaction. Technical
Loading Screen Plugin: Created a custom plugin based on the Game Communication,

Instance Subsystem for in-game loading screens. Problem-Solving &
Analytical Thinking,

R HI & Optimization: Identified a limitation in Vulkan RHI within Unreal Self-Management &
Engine - the lack of support for available screen resolutions, and integrated Autonomy,

the Vulkan Resolution Toolkit plugin from itch.io to ensure the graphics Adaptability,

settings system functions correctly. Attention to Detail
Animation Tech: Implemented Linked Animation Layers to adapt
animations for different weapon types and a Control Rig for procedural Education
hand animation.
Unreal Engine
Freelance Unreal Engine Developer Development

March 2023 - May 2023 (2021 – Present)
Developing game prototypes for clients on the Fiverr platform. Self-study using official
Pr ocedural Mechanics: Developed a system for dynamically slicing objects. materials from Epic
Games and a wide
Pla tform Integration: Integration of the Steam SDK for a multiplayer variety of YouTube
shooter prototype. tutorials
Technical Game Designer | GDevelop Game Jam Project (2D Platformer)
June 2022 - August 2022 (2 weeks) Languages
2D Platformer on GDevelop 5 Engine for GDevelop Game Jam Ukranian
Game mechanics design, visual content, and publishing on itch.io. Native
English
Intermediate (B1)

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