Senior Technical Designer, Unreal Engine 5
Currently driving technical design at GRIP Studios, taking full feature ownership of core player mechanics, 3C systems, and interactive gameplay features across AA & AAA projects. Experienced in multi-phase boss encounters, technical prototyping, and authoring modular gameplay architecture (TDDs).
Senior Technical Designer specialized in Unreal Engine 5 (C++, Blueprints, GAS), with a proven track record across AA and AAA development. I bridge design vision and technical execution — from rapid prototype to polished, shipping-ready feature — with particular depth in combat systems, multi-phase boss encounters, and advanced locomotion built on Motion Matching.
Core focus is feature ownership: taking a system from concept through TDD, prototyping, and production hardening, while keeping the architecture modular and reusable across teams.

Explore and uncover the secrets of a hidden crypt. Solve puzzles in a mysterious setting and unlock new chambers.

3D low-poly pirate platformer. Navigate treacherous obstacles to collect treasure maps and reach the captain.

Defend ancient ruins on a fantasy Mars from waves of alien invaders. Survive using strategic positioning and healing pick-ups.

Technical reviewer for this published book on architectural visualization workflows in Unreal Engine 5.
Pure environment detection for character traversal — no Motion Matching dependency, no GAS, no MotionWarping. Just Engine.