Junior Gameplay Programmer · Unreal Engine 5 · C++ Developer
I'm a C++ Gameplay Programmer passionate about building modular and scalable gameplay systems in Unreal Engine 5. I love treating my projects as a laboratory — always experimenting, iterating, and pushing my architecture further.
My focus is on writing clean, modular code that's easy to extend and maintain. I'm currently deepening my knowledge in C++ and gameplay programming patterns while actively looking for an entry-level position at an AA or AAA studio.
- Chester The Chest:
- Implemented a decoupled and reactive inventory system using Delegates/Actions, allowing multiple game systems to respond to state changes without circular dependencies.
- Designed an architecture of dynamic attribute modifiers to alter Character Controller parameters in real time, facilitating the overlapping of state effects.
- Through His Eyes:
- Developed an interaction system based on Constraints and Linear Drives to achieve realistic, player-controlled mechanical manipulation of doors and drawers.
- Optimized the gameplay flow using Asynchronous Level Streaming, managing memory and processing across secondary threads to eliminate latency during level transitions.
- Created a Data-Driven inspection pipeline using Data Assets, allowing the design team to autonomously integrate and configure new objects without code intervention.
- Programmed a Context-Aware narrative system that uses a priority system and GameplayTags to trigger dialogue lines consistent with the player's current actions.
| Area | Tools |
|---|---|
| Language | C++ |
| Engine | Unreal Engine 4 & 5 |
| Version Control | Git, Perforce |
| Audio | FMOD |
| Patterns | OOP, Gameplay Architecture, Data-Driven Design |
- Advanced C++ for game development
- Gameplay Systems design & architecture
- Unreal Engine internals & performance fundamentals
- Linear Algebra for gameplay systems
📧 pablofvillanueva@outlook.com
💼 linkedin.com/in/pablofvillanueva
Always building. Always learning. Always leveling up.