Entry-Level Game Designer specializing in Unreal Engine 5 level and gameplay systems
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UE5 gameplay designer/scripter who shipped player-facing Blueprint systems, including an enum-driven ceremonial mask placement puzzle with sequencer-based hinting, proximity affordances, and robust validation/feedback. Demonstrates strong shipping mindset—balancing visual polish with runtime performance (timelines/material complexity/translucency) and building modular systems via Blueprint Interfaces and centralized tunables while collaborating closely with engineering on architecture and state flow.
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