Service Overview
I engineer real-time engines by extending their core capabilities, building custom systems, and integrating advanced features that exceed out-of-the-box functionality. This work operates below the content layer — shaping how the engine itself behaves, performs, and supports production.
Systems-Level Engine Work
Real-time engine engineering differs fundamentally from engine usage. It involves working directly with engine internals, APIs, and low-level systems to create new behaviors, optimize performance, and support complex production needs.
My work focuses on building reliable, extensible systems that remain stable under real-world constraints — large projects, heavy assets, live data, and evolving requirements.
Unreal Engine Engineering
In Unreal Engine, I engineer custom systems using C++ and engine-level APIs. This includes gameplay systems, rendering extensions, tooling, performance optimizations, data-driven architectures, and engine-side utilities that support large-scale real-time projects.
The goal is always to extend Unreal in ways that align with production realities — predictable behavior, maintainability, and clean integration with both art and design workflows.
Unity Engine Engineering
Within Unity, I engineer engine-side systems through advanced scripting, subsystem architecture, custom tooling, and performance-aware implementations.
This work includes building reusable frameworks, editor extensions, runtime systems, and integrations that push beyond standard component usage while remaining maintainable and production-safe.
Godot Engine Engineering
In Godot, I engineer both runtime and editor-level systems, extending engine behavior through scripting and engine APIs. This includes custom nodes, performance systems, tooling, and architectural patterns suited to complex real-time projects.
Godot’s openness allows for deep customization, and I leverage this to build clean, efficient systems tailored to specific production goals.
Engine-Agnostic Engineering
While I maintain deep expertise in Unreal, Unity, and Godot, my real-time engine engineering skills are not bound to any single platform.
Because this work is grounded in fundamental engine concepts — memory management, update loops, rendering pipelines, data flow, and system architecture — I can transition effectively into proprietary or specialized engines and extend them with confidence.
Production-Focused Engineering
A defining characteristic of my engine engineering work is its grounding in real production.
Every system is built with awareness of artist workflows, designer needs, performance limits, and long-term maintainability. The result is engineering that supports creative output rather than obstructing it — enabling teams and solo productions alike to move faster, safer, and with greater confidence.
