Professional · Distinct Possibility Studios · 2024–2025
Reaper Actual.
Live multiplayer extraction shooter built in Unreal Engine 5.
As Associate Gameplay Engineer at Distinct Possibility Studios,
I owned AI systems architecture, server-authoritative gameplay features,
and Blueprint-to-C++ migrations across a production codebase.
Every system I built was designed and validated for network relevance from
the ground up — nothing shipped without replication in mind.
Working alongside design and art teams sharpened my ability to build
systems that were both technically sound and designer-extensible,
bridging the gap between engineering constraints and creative intent.
// primaryC++Unreal Engine 5
// systems & toolsBehavior TreesEQSSmart ObjectsWwiseMultiplayer ReplicationGASPerforce
// project.info
studioDist. Possibility
roleAssoc. Gameplay Eng.
engineUnreal 5
fromApr 2024
toDec 2025
// feature.showcase
// systems.built
01 — AI
AI Ticketing Subsystem
Global server-side subsystem enabling dynamic coordination and behavior
gating across NPCs. Includes async cleanup, server-side validation,
and Behavior Tree integration. Designed to scale across any number
of NPC agents without per-actor overhead.
02 — AI
Auto Turret
Fully replicated turret AI with server-authoritative targeting and
quaternion-based rotation logic. Built on modular base classes for
designer extensibility. Integrated Wwise SFX and animation controls
for production readiness.
03 — AI
Smart Object Patrol Framework
Unified framework consolidating patrol and guard behaviors into a
spline-driven system. Established scalable architecture with
designer-facing extensibility built in from the ground up —
a direct result of cross-team collaboration with design.
04 — Perf
Blueprint-to-C++ Migrations
Refactored performance-critical AI logic from Blueprint to native C++.
Optimized EQS cover evaluation and reduced runtime overhead.
All migrated systems maintained full replication validity
post-refactor.