Crowd AI and attack coordination
Implemented crowd enemy AI, animation systems, and a crowd manager that coordinated attack behavior across encounters.
Fairyship Games
A first-person fantasy action game where I developed combat AI, boss systems, gameplay abilities, traversal, runtime frameworks, and Unreal Editor tools.

StudioFairyship Games
RoleSenior Game Programmer
Period2019–2023
StackUnreal Engine · C++ · GAS
Implemented crowd enemy AI, animation systems, and a crowd manager that coordinated attack behavior across encounters.
Implemented GAS attributes, gameplay abilities, effects, and attribute execution classes, alongside player locomotion systems for climbing, vaulting, ledge walking, wall running, and rope climbing.
Implemented all boss characters, including their AI behavior, animation blueprints, abilities, and gameplay effects.
Developed projectiles, spells, traps, and supporting combat mechanics outside the core GAS implementation.
Built an object pooling system and a state-machine-based spawn system to support efficient, controllable runtime encounters.
Created Unreal Editor tools for optimization, level design, and in-editor bug reporting to support the wider development team.