Hi, I'm Jack

Unreal Engine Programmer Technical artist

I've spent three-plus years in Unreal writing C++ and Blueprint for gameplay systems. I plan for multiplayer from the start and build editor tools that keep designers and artists moving.

Programming

Gameplay systems and tooling

Six years as a software engineer, the last three of them in Unreal writing C++ and Blueprint. Nearly everything I build has to run with more than one player connected, so I design for that up front.

Ability systems on GAS

Combat, character mechanics, and status effects on the Gameplay Ability System. I wire up attributes, effects, tags, and cues the way the framework expects, which keeps new abilities cheap to add and lets designers balance numbers in data instead of waiting on a recompile.

Gameplay & systems design

I build mechanics as systems with interfaces between the parts, so they stay modular when scope changes. Adding the next feature usually doesn't mean untangling the last one.

Editor tooling

I write editor utilities and automation for the parts of the workflow that eat time. When a designer or artist can try an idea themselves instead of filing a request, they try more ideas.

Multiplayer networking

I work out how a system replicates while I'm still designing it, and I keep what goes over the wire small. That means fewer surprises late in a project, when the game meets real latency.

Tech art

The programming behind the art

Most of my time here goes into procedural pipelines. Materials, shaders, and post-process are the newest part of my toolset.

PCG & procedural pipelines

Current focus

I set up procedural generation as a pipeline the artists drive. They set the parameters and rules, and the engine handles the scattering and repopulating whenever something upstream changes, so most of the layout doesn't have to be placed by hand.

Materials, shaders & post-process

In exploration

This is the part I'm learning right now. I've been building materials, shaders, and post-process effects to understand how the engine puts a frame together. That's how I picked up every other engine system too, building something small and pulling it apart until the behavior made sense.

About

About me

I'm an Unreal Engine gameplay programmer and technical artist. I've been writing software professionally for six years, and I've spent the last three of them building gameplay and engine systems in Unreal with C++ and Blueprint. I ship code the next programmer can pick up and build on.

Most of my work has been gameplay systems, GAS and the rest of Unreal's gameplay frameworks, editor tooling, and PCG. The tooling and procedural side is how I make a whole team faster. I build a utility or a pipeline once, and it pays off every time a designer or artist iterates. Materials, shaders, and post-process are what I've added most recently.

Networking is part of how I design a system in the first place. Anything I build is replication-aware, and I keep it cheap on the wire.

Contact

Get in touch

If you're hiring, have contract work, or want to ask about something here, send a message.