Tyler Myles


Game Programmer

// About Me

Background

Video games have always been a central part of my life. This led me to pursue game development as soon as I realized that it was within my reach. Since then, I’ve gained hands-on experience with multiple game engines, including Unity, Unreal Engine, and Godot.

I earned my programming degree in 2017. This degree deepened my proficiency in programming languages such as Java, Python, and C++. This academic foundation help expand my understanding of software engineering beyond game-specific applications.

Over time, I’ve developed a strong interest in procedural generation and data-driven design. I’m drawn to these areas because they offer rich opportunities for creative expression while presenting complex technical challenges that continually push me to grow as a programmer.

Interests

- My favorite game genres are first-person shooters, dungeon crawlers, and hardcore survival games.
- Simple mechanics that allow skill expression from the player are my favorite.
- My most played game is Counter-Strike. When I played competitively, I reached the top 100 players in North America and helped bring my team into the top 50 teams in the region.
- Other than gaming, music is a passion of mine and I have worked as a songwriter/producer. I also have played guitar for 14 years.
- My favorite game of all time is Kenshi. I find the brutal, hardcore, and open world nature of the game incredibly appealing and rewarding.

// Skills & Tools

Unreal Engine

This my game engine of choice as I am most familiar with it. I am well versed in its Systems and have worked extensively in both C++ and Blueprints for over seven years.

Game Programming

I have produced a variety of gameplay systems for clients, the Unreal Engine Marketplace (now FAB), and my own personal use. These systems include AI Pathfinders, Inventory Systems, Health Systems, Procedural Systems (Terrain, Levels, Weapons, etc), Interaction Systems, Projectile Systems, Editor Tools, and much more.

C++

This is my favorite programming language. I have used it for Unreal Engine, personal projects, school, and desktop applications. I find the language to be highly expressive and it allows me to optimize my code to a level that I cannot reach in other languages.

// Projects & Products

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Grid Inventory System

- Event driven via interfaces and delegates.
- Includes a save system that utilizes serialization.
- Written in C++ and exposed to Blueprints.
- Built-in systems for item generation and spawning.
- Available on the Fab.
- Includes an example project to get users started.

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Limb Health System

- Only requires a physics asset from each skeletal mesh.
- Utilizes "Health Modifier" objects for all effects.
- Available on the Fab.
- Modular in design to allow for plug-and-play in existing projects.
- Documentation that walks through each aspect of the system.
- Written in C++ and exposed to Blueprints.
- Includes an example project to get users started.

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Dynamic Interaction System

- Written with a data-driven oriented design.
- Implements detailed and robust debugging tools.
- Game-ready widgets that can easily be modified.
- Written in C++ and exposed to Blueprints.
- Available on the FAB.
- Includes an example project to get users started.

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Vision - Camera System

- A customizable camera system for headbob and other features.
- Implements dynamic DOF based on camera focus.
- Game-ready camera presets that allow for plug-and-play.
- Written in C++ and exposed to Blueprints.
- Available on the FAB.
- Includes an example project to demo the plugin.

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Bullet - Projectile System (WIP)

- Allows for detailed simulation of thousands of projectiles at once.
- Supports penetration, ricochets, and rotational tumble.
- Ran on a separate thread to reduce performance impact.
- Written in C++ and exposed to Blueprints.
- Will be availible on FAB.
- Easy to customize parameters via Data Assets.

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Atmosphere - Pressure System (WIP)

- Allows for detailed simulation of atmospheric pressure.
- Enables explosives to have "shockwaves" that can apply damage.
- Ran on a separate thread to reduce performance impact.
- Written in C++ and exposed to Blueprints.
- Generates a voxel based grid to calculate volumetric propegation.
- Will be availible on FAB.

If you would like to contact me, please email me at tylermyles98@gmail.com