Gameplay Ability System foundation
Built most Pixelmon gameplay systems with Unreal’s Gameplay Ability System: abilities, attributes, effect executions for damage and healing, and the interfaces that explain those systems to players.
Pixelmon
A multiplayer turn-based game built in Unreal Engine 5. I developed core gameplay architecture, abilities, combat systems, progression, backend integration, and player-facing interfaces.

StudioPixelmon
RoleSenior Game Programmer
Period2023–2026
StackUE5 · C++ · Multiplayer · GAS
Official site ↗Built most Pixelmon gameplay systems with Unreal’s Gameplay Ability System: abilities, attributes, effect executions for damage and healing, and the interfaces that explain those systems to players.
Implemented character targeting and AI, contributed to the multiplayer turn system, damage flow, battle resolution, winner and loser states, and reward distribution.
Implemented the Expedition game system and its world map, and contributed to team assignment, its associated UI, and the campaign world map.
Delivered the in-game HUD and health, buff, and debuff presentation; contributed to team selection and ability descriptions.
Contributed to communication between gameplay modules and backend services across multiple game systems.