
Wanderson L
Senior Unreal Engine Cpp Developer, Gameplay, Multiplayer and Simulation
Skills

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Work experience
Senior Systems Engineer
Steam • Self-employed
Mar 2026 - Oct 2026 • 7 mos
Worked on project ExFil: a tactical multiplayer extraction shooter. - https://store.steampowered.com/app/860020/EXFIL • Developing Unreal Engine C++ gameplay and systems features. • Implemented and maintained production systems including the Emotes System and Game Master functionality. • Worked on runtime architecture, debugging, and systems designed for live production iteration. • Collaborated with engineering and design to deliver maintainable production multiplayer codebase with focus on stability, scalability, and clear gameplay system behavior.
AVALON
Full-time • 1 yr 7 mos
Systems & Build Engineer
Jan 2025 - Mar 2026 • 1 yr 2 mos
Developing server-side subsystems to intermediate communication between game client and backend database. Integrating with proprietary backend services (Rust-based microservices) to handle gameplay data persistence and live client-server transactions. Collaborating with backend infrastructure built in Rust, aiding in CI/CD processes and integration of custom internal services supporting live gameplay and data delivery. Monitoring and managing server builds and deployments using TeamCity. Refactoring and rearchitecting legacy systems to improve scalability and maintainability. Optimizing performance in multi-threaded, real-time applications.
Gameplay Engineer
Aug 2024 - Jan 2025 • 5 mos
Responsible for developing and implementing multiplayer gameplay mechanics and features using Unreal Engine. Collaborating cross-functionally with teams to design and integrate gameplay systems, ensuring the smooth functioning of multiplayer experiences. Focused on optimizing multiplayer performance and resolving technical issues. • Developed a Character Leveling System for AVALON, enabling dynamic power progression through experience accumulation and level-based rewards. Integrated a flexible structure for tracking experience, granting bonuses like new abilities, stat boosts, and currency rewards, while maintaining a modular architecture for future scalability in reward systems and NPC leveling. • Refactored the Stats System for in-game actors making it advanced and modular, allowing for complex power and progression tracking. Implemented various stat types such as Attributes, Resources, and Counters, with both simple and complex calculation capabilities. Integrated component value caching to optimize runtime performance and replicated stat data efficiently using conditional replication strategies. Implemented mechanisms for dynamic stat modification and validation, ensuring seamless gameplay experiences and robust scalability.