SPINWARE
Game Developer
- Designed, on my own initiative, a cross-cutting technical foundation (runtime and editor modules) replacing hard asset references with GameplayTag resolution and asynchronous on-demand loading, removing the cascading dependencies that were weighing down Blueprints and build times.
- Built the generic Slate editor tool that goes with it, driven by reflection over
UScriptStruct: every asset type it handles (sounds, effects, items, emotes, materials, levels, dialogue) is declared in one line, with no interface code to write. Safe renaming through Core Redirects, undo/redo, drag and drop, missing-asset tracking. - Moved asset integration out of the engineering team: a non-programmer now enters assets unassisted, where it previously took a developer inside a Blueprint. The foundation was carried over to the next project after the original one was paused.
- Integrated Redpoint EOS and built the UI layer and game-to-plugin bridge for the online party system: in-game invitations, joining and leaving a session.
- Implemented multiplayer interactions through the Gameplay Ability System (replicated ragdoll on proximity explosion, item-activated proximity voice chat) along with an inventory system, across 3 projects.



