Gameplay / Systems Programmer
Malaysian / Singapore PR · Remote-friendly
Gameplay programmer with 8 years in AAA production, now working on an indie title while extending into tooling, AI-assisted workflows, and system-level C++.
C++ · Python · SQL · Unreal Engine · Perforce · SVN · Git · Claude · JIRA · Confluence
- Unreal Engine: first picked up UE4 early in my career at Streamline Studios, and now my daily driver on UE5 at TenTen Studios. Specifics under NDA; the public slice lives in the UE tooling repos below.
- Engine breadth beyond UE: shipped AAA production on Ubisoft Singapore's Anvil, plus earlier outsourced AAA work on Luminous and CryEngine during my Streamline Studios years. Breadth across engine architectures, not just UE fluency.
- C++ gameplay & systems: runtime, combat, progression, inventory, networked account flows, backend validation
- Tooling & pipeline glue: removing friction at the seams where code, agents, and humans meet
- Lead by implementation: most of my hours go to writing code, not meetings. Architecture and constraints are set ahead of time so the rest of the team has room to execute.
- Shipping discipline from AAA: production-grade code under milestone gates, certification, and cross-team alignment
Working on an indie title at the pre-vertical-slice stage, in a hybrid role between team lead and solo developer (supported by a junior). Most of my hours go to implementation; group decisions are reserved for the few moments that genuinely need consensus. A large part of the job is setting the invisible constraints the rest of the work is built on.
The tooling I build alongside that work is aimed at reducing friction between me and the AI coding agents I use daily. Milestone gating and production hygiene on the project are adapted from AAA practice, applied pragmatically at a much smaller scale.
Separately, I am actively exploring modern C++ (C++20/23): coroutines, concepts, and clean template wrapper design.
| Title | Engine |
|---|---|
| Skull & Bones | Anvil (proprietary) |
| Final Fantasy XV | Luminous (proprietary) |
| Sniper Ghost Warrior: Contracts | CryEngine 3 |
Systems I have built and maintained across shipped AAA productions and current indie work.
| Tech layer | Product layer |
|---|---|
| UI/UX implementation | Progression |
| Replication and RPC testing | Inventory |
| State machines | Trackers |
| Input switching | Attack system |
| Async loading (e.g. account data) | Deathloop |
| Config file design | Core gameplay loop |
| Character / BP hierarchy abstraction |
Each repo exists to solve a specific engineering problem. These are where the public evidence for the claims above lives.
| Project | Stack | Problem it solves |
|---|---|---|
| uasset-json-exporter | UE5 C++ plugin | Exposes .uasset binary content to external tooling by routing a commandlet through UE's serialization path |
| uasset-name-linter | Python | Scans a UE project for asset filename convention violations before they accumulate into production debt |
| cpp-topics | Modern C++ | Systematic practice ground for algorithms, data structures, and system-level primitives |
| cmd-spaceship | C++, Winsock2 | Multiplayer shooter implemented at the socket level, with no engine scaffolding underneath |
| mock-store-payment-backend | Node.js, PostgreSQL | Game store backend prototype covering REST API, schema, and transaction flow |
| escape-from-wizard | C#, MonoGame | A* pathfinding for enemy AI in a 2D escape game |
Open to technical conversations around C++ systems, gameplay engineering, and tooling. Reach me through GitHub.

