Unreal Engine, C++, C# Architecture | Engine Level Systems | Procedural Generation
1. I build high-performance, purist C++ systems for Unreal Engine 5.5+, 0% blueprint, 100% optimization and native engine integration.
2. I build FOSS native Windows 11 apps and wrappers for the community & my personal daily use.
3. I experiment with FOSS SaaS using TypeScript, Laravel, PHP, C#.
I specialize in solving hard-tech problems within the Unreal Engine ecosystem that standard Blueprints cannot handle. My work focuses on Runtime Procedural Generation, Custom Physics/Gravity Solvers, and Memory-Safe Asynchronous Tooling.
Some of the repositories below are the Open Source "Core" versions of my production-ready Pro Fab plugins. They are designed to act as highly optimized, lightweight alternatives for the UE developer community.
- Languages:
C++20,HLSL/GLSL,C#,Python,TypeScript,PHP - Game Engine:
Unreal Engine 5.4 - 5.8(Source Builds, UBT, UAT, Plugin Architecture) - Core Systems:
- Asynchronous Multithreading (TaskGraph, FMonitoredProcess)
- Dynamic/Procedural Mesh Generation (UDynamicMeshComponent, Voxels)
- Custom Locomotion & Physics Solvers (Bypassing standard CMC bloat)
- Editor Utilities, Slate UI, and Engine-Level Hooking
- Graphics/Rendering: Shader Pipeline Caching (PSO), Compute Shaders, Runtime Virtual Textures (RVT)
Some of the UE5 repositories hosted here represent the foundation of what I work on. For studios or solo-devs looking for more advanced features, polish, and dedicated technical support, the Pro versions of these tools are available via the marketplace.
➡️ View my current UE5 catalog on Fab

