🎮 Game Developer & Technical Modder
Passionate about systems architecture, historical immersion, and pushing game engines to their limits. Experienced in C++ (Unreal Engine) and advanced scripting for Paradox Interactive's Jomini engine. I build logic-driven systems, custom AI modules, and automated workflow tools.
- 🛂 NightToll: A "Papers, Please"-style inspection and deductive reasoning game built entirely from scratch in Unreal Engine 5 using C++. Features custom-designed architecture, complex state management, and interactive UI systems integrated with backend logic.
- 🎓 UE5 C++ Learning Projects: A foundational collection of 4 mechanics-focused projects (ShooterSam, BattleBlaster, DungeonEscape, ObstacleAssault). Demonstrates core engine competency including AI Behavior Trees, combat pipelines, and animation state machines.
- 🦅 The Prussian Destiny: A highly acclaimed historical flavor mod with over 2,000+ subscribers. Employs advanced
TRY:REPLACEandTRY:INJECTsyntax for modular compatibility and dynamic logic gates for AI behavior. - 🧠 REAI: Rational Empire AI: A comprehensive script-level overhaul of the vanilla AI with over 2,000+ subscribers. Re-engineers how the AI handles its economy, taxation, and military structure using strict logic gates.
- ⚔️ REAI: Army & Manpower Overhaul: A highly-optimized, 100% cheat-free script module with over 1,600 subscribers that forces major AI powers to rationally invest in military infrastructure.
- 🛡️ 867 - Viking Age Total Conversion: A complete historical overhaul of EU5 to 867 AD. Features a custom dependency-free Python tool (
867_mod_validator.py) acting as a strict compiler to automate QA, catch engine-level BOM crashes, and generate boilerplate code.
- Languages & Scripting: C++, Python, Jomini / Clausewitz Script
- Engines & Tools: Unreal Engine 5, Git, GitHub
- Specialties: AI Logic & Behavior Trees, Systems Architecture, Historical Game Design
Always looking to optimize, build, and solve complex logic problems.