Junior Gameplay Systems Programmer specializing in Unreal Engine and modding tools
Daniel already has a relationship with Reval, so a warm intro from us gets a much better response than cold outreach.
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UE5 UI/tools-focused developer who emphasizes production-ready, designer-friendly workflows: built a C++ enemy-spawn timeline actor with Slate-driven editor customization and memory-efficient event storage. Implemented an Enhanced Input keybinds menu (two keys per action) using MVVM-style separation and event dispatchers for low coupling and testability, and uses Unreal Insights to drive performance fixes (including refactoring tick-heavy plugin work and batching data queries to prevent UI hitches).
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