Senior Gameplay Engineer specializing in VR and cross-platform gameplay systems
Gameplay Programmer, Orion Drift14 years experienceSeniorVideo GamesVirtual RealityEducation
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About
Unreal Engine (C++/Blueprint) gameplay systems engineer who shipped major VR social-sports features in Orion Drift, including a wieldable items system that became the game’s primary IAP revenue driver and supported 75-player lobbies via careful replication/performance tradeoffs. Also built the station/server browsing system to steer players into lively lobbies and implemented backend-to-frontend tech tree infrastructure using Unreal DataTables, plus tuned standout mechanics like rideable rockets and Driftball projectile/ball behavior through frequent playtests.
Experience
Gameplay Programmer, Orion DriftAnother Axiom
Gameplay ProgrammerReady At Dawn
Instructor, Game ProgrammingSouthern New Hampshire University
Mobile Software Engineer, Star Trek Timelines, The Walking DeadDisruptor Beam
Independent Software Engineer, Tangible Math, GladiatorDinoMage Games
Education
University of New Hampshiremaster, Physics (2010)
State University of New York at Potsdambachelor, Physics (2007)
Key Strengths
Owned and shipped end-to-end gameplay systems on a commercial VR title (wieldable items)
Strong multiplayer performance/replication optimization for large lobbies (up to 75 players)
Delivered high player impact and monetization (wieldables became primary IAP revenue source)
Designed and implemented server/station browsing to drive players into active lobbies
Applied practical algorithms/metrics for lobby sorting and auto-join (binning, random selection within top bin, skill-level toggles)
Effective UE prototyping-to-production workflow (C++ architecture + Blueprint iteration; refactors BP to C++ for performance)
Built robust progression/tech-tree data pipeline bridging backend catalog to player-facing UI (dual authoring/runtime views via DataTables)
Iterative playtest-driven tuning of novel movement mechanics (rideable rockets) including one-handed usability and comfort considerations
Balanced realism vs competitive clarity in sports/ball mechanics through playtesting (reduced spin-to-velocity effects for predictable reflections)
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