Senior Technical Level Designer specializing in Unreal Engine open-world and Blueprint systems
Michael 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 gameplay scripter/system designer with shipped experience on Killing Floor 3, owning Blueprint-driven destruction/physics props and trap features end-to-end, including replication, performance optimization, and QA workflows. Also built a one-click light auto-generation tool on Maneater that reportedly saved the lighting team hundreds of hours, and uses fast test-map prototyping to validate mechanics (e.g., movement systems on Salem).
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