UI/Gameplay Programmer (Unreal Engine)

Location
Montenegro
Rate, USD
$12 / hour
Work schedule
Full Time,
Language skills
English, Russian, Serbian
Available for Hire
Yes
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About me

I am a multidisciplinary UI and Gameplay Programmer with a solid background in both visual scripting and low-level systems. Since 2023, I’ve been building responsive, stylized UI in Unreal Engine 5 using Blueprints and UMG. In 2024, I transitioned to C++, focusing on gameplay systems, custom components, and optimized logic. My 5 years in software development gave me a strong foundation in logic, data systems, and integration β€” all of which now inform my technical approach to game development.


Professional area



Education

2016–2018 Master of Science in Applied Physics and Mathematics @ Moscow Institute of Physics and Technology (MIPT)
2010–2016 Bachelor of Science in Applied Physics and Mathematics @ Moscow Institute of Physics and Technology (MIPT)

Experience

Feb 2023 - Present UI/Gameplay Programmer (Unreal Engine) @ FSTR Tech

Developed a modular vehicle alarm system component in Unreal Engine, attachable to any Actor via Blueprint, enabling consistent and reusable in-world behavior across various vehicles in the metaverse environment. Designed and implemented UI and gameplay logic for a lecture scene where players could ask questions and purchase items from an in-scene shop, using UMG and Blueprint to support immersive and interactive player experience. Built a dynamic test-drive location in the metaverse where players can customize cars (color, wheels, dashboard) and launch into one of two selectable environments. Combined Blueprint tools and logic scripting to streamline modular vehicle setup. Developed a fully functional seasonal pass interface for a cooperative multiplayer shooter, blending Blueprint-based UI with underlying C++ logic to support reward tracking, tier progression, and multiplayer synchronization. Designed and implemented a single-player basketball throw experience in Unreal Engine 5, using Blueprints to build the environment and simulate ball physics based on classical mechanics (ignoring air resistance, including bounce dynamics), resulting in an interactive, physically grounded mini-game scene. Created a card selection interface for a Tycoon/Card game, allowing players to choose abilities and effects. Followed a clean separation approach: all display logic handled in Blueprint, with core functionality and data flow structured in C++ for performance and maintainability. Developed an immersive, mobile-formatted interactive ad in Unreal Engine for a top-10 watch brand, enabling users to choose a watch, visualize it on their wrist, board a plane, and pilot it within guided constraints β€” combining product engagement with gamified narrative flow.


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