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Pixelmon

Warden’s
Ascent

A multiplayer turn-based game built in Unreal Engine 5. I developed core gameplay architecture, abilities, combat systems, progression, backend integration, and player-facing interfaces.

Warden’s Ascent characters beside team selection, victory, and character interface screens

StudioPixelmon

RoleSenior Game Programmer

Period2023–2026

StackUE5 · C++ · Multiplayer · GAS

Official site ↗

Responsibilities

Gameplay Ability System foundation

Built most Pixelmon gameplay systems with Unreal’s Gameplay Ability System: abilities, attributes, effect executions for damage and healing, and the interfaces that explain those systems to players.

C++ / GAS / Data-driven

Turn-based combat and character logic

Implemented character targeting and AI, contributed to the multiplayer turn system, damage flow, battle resolution, winner and loser states, and reward distribution.

Multiplayer / AI / Combat

Expedition and progression

Implemented the Expedition game system and its world map, and contributed to team assignment, its associated UI, and the campaign world map.

Expedition / Progression / World map

Player interfaces

Delivered the in-game HUD and health, buff, and debuff presentation; contributed to team selection and ability descriptions.

UMG / HUD / UX

Backend integration

Contributed to communication between gameplay modules and backend services across multiple game systems.

Backend / Integration / Game modules