I'm a Game Programmer with a passion for creating immersive systems that blend technical depth with creative expression. With a degree in computer science and 7 years of experience in Unreal Engine, I bring a versatile and performance focused mindset to every project. My foundation in C++ and Blueprints equips me to tackle challenges at both the gameplay and systems level.
When I am not programming, you can often find me playing games, or creating music. For the past 6 years, I have worked as a producer and songwriter and worked with some notable artists in both rock and metal music. A few of my favorite games are Kenshi, Counter-Strike, Rimworld, Dark and Darker, and Smite.
This is my game engine of choice. I started with UE 4.20 and have stuck with it ever since. I have a strong understanding of it's core systems such as Blueprints, Material Graphs, Gameplay Framework, Modules, Replication, and the Asset Manager.
Within Unreal Engine 5, I have a strong understanding of both C++ and Blueprints. I have extensive experience creating new or exposing existing C++ systems to Blueprints for artists and game designers.
I have produced a variety of gameplay systems for clients, the Unreal Engine Marketplace (now FAB), and my own personal use. This includes systems for Pathfinding, Inventories, Health, Level Generation, Player Interaction, Projectiles, and various Editor Tools.
• 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 for purchase on FAB
• Includes an example project to get users started
• Only requires a physics asset from each skeletal mesh
• Utilizes "Health Modifier" objects for all effects
• Available for purchase on FAB
• Modular design for plug-and-play in existing projects
• Written in C++ and exposed to Blueprints
• Includes an example project to get users started
• 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 for purchase on FAB
• Includes an example project to get users started
• 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 for purchase on FAB
• Includes an example project to demo the plugin
• 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 available on FAB
• Easy to customize parameters via Data Assets
• 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 propagation
• Will be available on FAB
If you'd like to reach out, email me at tylermyles98@gmail.com_