
Javi V.
UE5 CPP Gameplay Programmer
Habilidades

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Portfólio
Experiência profissional
Self Employed
Autônomo • 2 yrs 1 mo
Gameplay Programmer | Virtual Awaken (UE5)
Feb 2026 - Present • 4 mos
For the Unreal Engine 5 iteration of the project, I transitioned the core architecture to a high-performance framework, focusing on sophisticated interaction logic aand a responsive, multi-platform input architecture. Key Achievements & Responsibilities: - Systems Architecture & Design: Spearheaded the full gameplay programming and technical systems design within Unreal Engine 5, ensuring a modular and scalable codebase. - Contextual Interaction System: Engineered a precise interaction framework that utilizes camera orientation and actor proximity to dynamically identify and prioritize interactable objects in the world. - Adaptive UI/UX Framework: Developed a dynamic interaction UI that automatically adjusts prompts based on the target object type and the active input device (Keyboard/Mouse vs. Gamepad), ensuring a seamless cross-platform experience. - Interactive Environment Engineering: Programmed a library of complex, state-driven world objects, including modular bridges, elevators, moving platforms, and switch-activated systems. - Narrative & NPC Systems: Architected a robust dialogue system featuring advanced UI Composition and a "barks" system for ambient, non-interruptive NPC interactions. - Core Mechanics: Implemented polished character movement and jumping physics, optimized for the UE5 environment.
Gameplay Programmer | Ethernal
Apr 2024 - Aug 2024 • 4 mos
Responsible for the development and implementation of core gameplay systems and interactivity tools, ensuring a seamless user experience and dynamic environments. Key Achievements & Responsibilities: - HUD & UX Architecture: Fully implemented the Weapon Wheel system, optimizing real-time inventory management and gear selection to enhance combat pacing. - Interactivity Systems: Developed a scripting framework for world elements, including logic for laser barriers with complex movement patterns, elevators, and dynamic doors. - Environmental Combat Mechanics: Created reactive gameplay systems, specifically developing explosive elements and the Harmfield system architecture for hazard management and area-of-effect damage. - Gameplay Scripting: Programmed logical behaviors for interactive objects, transforming static environments into tactical and challenging levels for the player.
Gameplay Programmer | Fragments of Child
Jan 2023 - Jun 2024 • 1 yr 5 mos
Driven by a focus on performance and player feel, I was responsible for developing core character systems, enemy AI, and optimizing the project's technical foundation. Key Achievements & Responsibilities: - Performance Optimization & Refactoring: Led the transition of critical gameplay systems from Blueprints to C++, significantly improving CPU performance and maintainability of the codebase. - Character & Platforming Systems: Developed dynamic platforming mechanics and character-specific gameplay systems, ensuring responsive controls and fluid movement. - AI & Boss Encounter Design: Engineered sophisticated enemy behavior systems and implemented the full suite of mechanics for the Foundry level Boss, balancing challenge and player engagement. - World Interactivity: Programmed a library of interactive world objects and environmental puzzles, including dynamic door systems and multi-state interactables. - Cross-Disciplinary Collaboration: Partnered closely with the VFX, 3D Modeling, and Animation teams to ensure the seamless technical integration of high-fidelity assets into the gameplay loop. - Technical Polishing: Debugged and resolved critical gameplay issues, ensuring a stable and bug-free experience for the final release.