Gameplay Engineer [Contract]
Apr 2026 – Oct 2026
Sole dedicated engineer during the prototype phase. Built the core player equipment, weapons, inventory, quest, and interaction systems, then owned NPC behavior and tech design as those systems became intertwined.
Overview
I joined during early prototyping, with ad-hoc support from the publisher's internal development team. I quickly became a critical part of the project's technical design, defining system goals that aligned with the core product and helping shape the core game principles.
The game was modestly scoped for the team size. As the player systems grew, NPC behavior became tied into them, so I moved into designing and implementing bespoke NPC behaviors using Unreal's new State Tree system.
The contract was part-time and lasted six months.
Experience Highlights
- Built the core player equipment, weapons, inventory, quest, and interaction systems from the first prototype milestone.
- Designed and implemented core NPC behaviors with State Trees, delivering on schedule for publisher playtests.