Backend Engineer · Game systems programming in UE5 C++
I build backends that survive scale, and personal projects that explore game systems programming.
Production work is in NestJS / TypeScript with PostgreSQL, Redis, Docker, and AWS — applying Clean Architecture and Domain-Driven Design to write code that survives team turnover.
Personal focus is Unreal Engine 5 C++ multiplayer replication, Gameplay Ability System, and editor tooling with Slate.
struct Lisboa {
FString Role = TEXT("Backend Engineer | Game Systems Programmer");
TArray<FString> Core = {
TEXT("NestJS"), TEXT("TypeScript"), TEXT("Node.js"),
TEXT("PostgreSQL"), TEXT("Prisma"), TEXT("Unreal Engine 5 C++")
};
TArray<FString> Architecture = {
TEXT("DDD"), TEXT("Clean Architecture"),
TEXT("Event-Driven"), TEXT("Multi-tenant"), TEXT("Plugin Systems")
};
TArray<FString> Infrastructure = {
TEXT("Docker"), TEXT("Redis"), TEXT("AWS"), TEXT("Cloudflare")
};
TArray<FString> GameSystems = {
TEXT("Replication"), TEXT("Gameplay Ability System (GAS)"),
TEXT("Slate"), TEXT("Epic Online Services (EOS)")
};
};→ Lunaris — mission orchestration platform. DAG-based loop prevention (DFS tricolor + explicit stack), event-driven pipelines, SHA-256 versioning, full Docker deployment.
→ lunaris-app-plugin — UE5 editor plugin consuming the Lunaris API.



