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Андрій
Unreal Engine Developer
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Unreal Engine Developer
About Experience
Unreal Engine Gameplay & Systems Developer Sep 2025 — Present
with 2+ years of hands-on experience building IT STEP Academy
multiplayer gameplay systems in C++. Specialized in Unreal Engine Mentor (Part-time)
Gameplay Ability System (GAS), network replication, Delivered hands-on courses in Unreal Engine, gameplay programming, and C++ fundamentals
and modular plugin-based architecture for scalable Mentored students in building gameplay mechanics, modular systems, and small multiplayer
game features and teaching Unreal Engine prototypes
concepts. Taught core software engineering topics including networking concepts, system design basics,
Designed and implemented core gameplay systems and .NET development
including abilities, combat interactions, inventory- Assisted students with debugging, project architecture, and real-world development workflows
driven mechanics, and UI workflows using Common across multiple technical tracks
UI. Contributed to both large modular Unreal
Engine projects and live-service UEFN experiences, Started at Feb 2025 Video
focusing on clean architecture, maintainable EscapeChronicles (Self-developed)
Designed and maintained core gameplay systems and frameworks to support scalable, modular,
codebases, and production-ready systems.
and reusable game features
Known for building extensible gameplay
Developed robust UI and game flow architectures with state-driven management, enhancing
frameworks that support rapid iteration and long-
player experience across menus, HUDs, and in-game screens
term project growth. Comfortable working in cross-
Implemented comprehensive interaction systems enabling dynamic world-object behaviors,
disciplinary teams or independently, with additional
modular item handling, and environment responsiveness
experience mentoring developers and teaching
Built flexible combat and player-action mechanics integrated seamlessly with game systems and
Unreal Engine concepts.
environmental interactions
Contact Integrated animations, audio, and asynchronous asset workflows to create immersive gameplay
experiences
Phone
Collaborated cross-functionally with designers, developers, and QA to prototype, iterate, and
[
[
Mar 2024 — Dec 2024 Community
Email Tiburon
[
Started in SAMP as a multiplayer gameplay developer and later moved into UEFN on a large live-
City service open-world roleplay project
Poznan, Poland Built and maintained modular gameplay systems designed for frequent live updates and long-
term feature growth
GitHub | LinkedIn
Contributed to core multiplayer architecture, ensuring reliable, persistent, and engaging player
Education experiences.
Took on technical leadership responsibilities within the gameplay team: architecture discussions,
Odesa Technological University "STEP" code reviews, and mentoring
Bachelor of Computer Science
2021-2025 Participated in technical interviews and helped evaluate programming candidates
Worked closely with designers and cross-disciplinary teams in an iterative live-service production
Udemy environment
Unreal Engine 5 Course
2022 Feb 2023 — Oct 2023
Uman National University W3GLab
Master of Computer Science Unreal Engine Developer
Master of Economics Designed and implemented modular gameplay systems and mechanics using C++, enabling
2025-2026 (in progress)
scalable feature updates and long-term maintainability
Main Skills Developed robust architecture for gameplay systems and integration of new mechanics while
ensuring code reliability
Programming Languages:
Engineered player-facing UI components with UMG, improving user experience and providing
Primary: C++, C#
intuitive interaction feedback
Familiar: Java, JavaScript, Verse, Pawn,
Collaborated closely with designers and artists to prototype, iterate, and polish gameplay
Phython
features, ensuring cohesive and engaging player experiences
Architecture: OOP, SOLID, Patterns
Optimized performance and stability across multiple gameplay systems, proactively identifying
Game Engines:
bottlenecks, reducing bugs, and enhancing responsiveness
Unreal Engine 5 (C++, Blueprint):
Refactored and maintained legacy code, improving readability, maintainability, and long-term
Gameplay Ability System (GAS)
scalability of the project
Multiplayer(Replication & RPC)
Slate, UMG, Common UI Started at Sep 2022 Video
Creating plugins ShapeShifter (Self-developed)
UEFN Designed and implemented interactive environmental gameplay systems, enabling physics-driven
Unity player interactions and dynamic level responses
Version control: Developed traversal mechanics including moving platforms, launch systems, and seamless level
Git (GitHub, Fork) transition features integrated into the core gameplay loop
Perforce Implemented physics-aware gameplay mechanics with consistent motion behaviour, collision
Languages handling, and predictable player feedback
Integrated and tuned context-sensitive audio feedback systems driven by physical interactions,
English material properties, and gameplay events
Russian Designed and integrated UI components using UMG to improve player experience
Ukrainian
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