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GAMEREADY.DEV

2026 – PRESENT  |  UNREAL ENGINE DEVELOPER & INSTRUCTOR  |  UNREAL ENGINE 5  |  REMOTE

Delivering Unreal Engine 5 gameplay systems across multiple client projects — including gameplay scripting and in-game balancing for an undisclosed mobile game — while mentoring students 1:1 on game design, level design, Blueprints, C++, and prototyping workflows.

▌ PAGE UNDER CONSTRUCTION  —  feel free to reach out for more info about this project.

// KEY_RESPONSIBILITIES

CLIENT GAMEPLAY SYSTEMS

Delivered Unreal Engine 5 gameplay systems across multiple client projects. [THE KINDS OF SYSTEMS — e.g. abilities, AI, progression, UI flow].

MOBILE GAME BALANCING

Gameplay scripting and in-game balancing for an undisclosed mobile game. [WHAT YOU BALANCED — WITHOUT NAMING THE CLIENT].

1:1 MENTORSHIP

Mentoring students in 1:1 sessions on game design, level design, Blueprints, C++, and prototyping workflows.

// DESIGN_PROCESS

01 —

TURNING A CLIENT ASK INTO A SYSTEM

Clients usually describe a feeling, not a feature. [AN EXAMPLE REQUEST, AND THE QUESTIONS YOU ASKED TO TURN IT INTO A SPEC].

[ IMG: gr-01-spec.png — system spec / breakdown (client-safe) ]
02 —

GAMEPLAY SCRIPTING

[HOW YOU BUILD A SYSTEM SO THE CLIENT CAN KEEP TUNING IT AFTER YOU HAND IT OFF — BLUEPRINT VS. C++, DATA TABLES, ETC.].

[ IMG: gr-02-blueprint.png — Blueprint graph ]
[ IMG: gr-02-in-game.png — system running in game ]
03 —

BALANCING A MOBILE GAME

Mobile sessions are short, so balance has to land fast. [WHAT YOU TUNED, WHAT DATA OR FEEDBACK DROVE IT, AND ONE CHANGE THAT MOVED THE NEEDLE].

[ IMG: gr-03-balance.png — balance sheet (anonymized) ]
04 —

TEACHING 1:1

[HOW YOU RUN A SESSION — FINDING WHERE A STUDENT IS STUCK, AND HOW MUCH YOU EXPLAIN VS. LET THEM FIGURE OUT].

[ IMG: gr-04-lesson.png — lesson material ]
[ IMG: gr-04-student-work.png — student prototype (with permission) ]

// SCREENSHOT_LOG