Mid-level Gameplay AI Engineer specializing in Unreal Engine
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UE5 gameplay/system designer with an engineering background who has shipped player-facing systems including an enemy weak-point feature (with replication and performance fixes) and a modular spectator minigame framework for Killer Klowns from Outer Space: The Game. Also implemented lobby mode and disconnect team-balancing (AI backfill) for Ghostbusters: Spirits Unleashed, leveraging profiling/debug tooling and cross-discipline collaboration to get features to shipping quality.
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