Gameplay Systems Programming
I'm a gameplay programmer by trade but I've typically leaned towards writing and maintaining gameplay systems rather than stand alone mechanics.
Professionally I've tended to lean towards non-player controlled systems like quests and other Ai heavy systems. In my personal projects I tend to mix things up, building motion and combat systems.
Recently I've been focusing heavily on performance heavy critical systems.
C++ is my primary operating language but I've got some experience using c# in game jams, and personal / academic projects.
I have professional experience working with utility and behavioural tree systems, finite state machines, and meta Ais. I've also implemented boids inspired flocking models for academic and hobby projects.
I've got professional experience programming server authoritative gameplay for networked games. My dissertation was the development of an networked multiplayer game template for Unreal Engine 4.
Minimal experience but recently developed a user-friendly and extensible node network editor.
I've got recent experience developing for Windows PC, Playstation 4, XBox One, and Switch; I've also deployed personal projects on google play / android through unity.
Unreal Engine 4