C++ / Unreal Engine

About & contact

About

Gameplay engineer with over a decade of game development experience, specializing in C++ enemy/NPC AI using Behavior Trees and State Trees, and gameplay systems built on the Gameplay Ability System (GAS). Shipped Behemoth at Skydance Interactive, taking over and extending its legacy game-AI system. Experienced using Claude and Codex with agentic roles and skills to accelerate development and build tools that make designers more independent. Comfortable working with interdisciplinary and remote teams.

Skills

  • C++
  • Unreal Engine
  • Blueprints
  • Gameplay Ability System (GAS)
  • Behavior Trees
  • Blackboards
  • State Trees
  • Game Features
  • AI-Assisted Development (Claude, Codex)
  • Visual Studio
  • JetBrains Rider

Experience

  1. Sep 2023 – Nov 2026
    Remote

    Software Engineer – AI

    Skydance Interactive · Unreal Engine · C++

    Shipped
    Behemoth (2024), Rites of Wrath DLC (2025)
    • Shipped Skydance's Behemoth, taking ownership of its legacy game-AI system and continuing to extend it on later projects.
    • Owned Arena updates and Behemoth Trials for the free Rites of Wrath DLC using Unreal's Game Features plugin.
    • Built and extended enemy and companion AI in C++ using Behavior Trees and State Trees, maintaining code quality through code review.
    • Developed support systems on the Gameplay Ability System (GAS) for attack patterns, animation patterns, AI skills/abilities, and interaction systems.
    • Documented AI systems, hit react systems, and designer tools for design and engineering teams.
    • Used Claude and Codex agentic workflows to build debugging tools and designer-facing automation, including nav link placement of 25–50 links per minute on small levels and up to 150 in about 3 minutes on larger ones.
    • Carried the AI work into three subsequent projects before their cancellation.
  2. Jan 2022 – Sep 2023
    Remote

    Gameplay Engineer

    Arrivant · Unreal Engine · C++/Blueprints

    Project
    StarGarden (Project Eluüne), unreleased
    • Built a custom C++/Blueprint ability system and configurable targeting rule set powering a dozen enemy types with two abilities each, integrated with creature AI.
    • Designed and built an interaction system supporting roughly 20 unique interactions.
    • Built creature AI with Behavior Trees and tied it into animation blueprints.
    • Extended the project's existing replicated multiplayer systems to support creature battling.
    • Worked across UI, gameplay, and AI as a generalist at a small startup.
  3. 2026 – ongoing

    Personal project

    Solo

    Project
    Shardfall
    Stack
    C++, Unreal Engine 5.8, Gameplay Ability System, State Tree, Utility AI, Claude/Codex
  4. May 2018 – Jul 2022
    Los Angeles, CA

    Lead Unity Developer

    Playing Forward LLC · Unity · C# · C++

    • Shipped the MCT Wellness iOS app and several AR titles, including Lizzy's World It's Just So... AR, Stan Lee's Kids Universe AR, and Maxi the Taxi Dog AR + 3D.
    • Designed and built the MCT Wellness motion-capture app and its WAMP/PHP/MySQL backend, working with artists, designers, and ML engineers to integrate ML models into gameplay.
    • Prototyped VR and AR experiences on Oculus Quest, HTC Vive Pro, Vuforia, ARKit, and ARCore, and refactored legacy architecture for scalability and reuse.

Earlier roles

  1. May 2016 – May 2018

    Game Developer

    Diamond Game Enterprises · C++ / Unity / C#

  2. Mar 2016 – May 2016

    Contract Unity Engineer

    Current Studios · Unity3D / C#

  3. Oct 2014 – Mar 2016

    Lead Engineer

    Human-Engine LLC · Unity, Unreal Engine

  4. Apr 2014 – Oct 2014

    Contract Programmer

    Broken Circle Studios · Unity3D / C#

Education

Degree
Bachelor of Science in Game Programming, Sept 2014
School
The Art Institute of California – Los Angeles

Contact

Open to remote full-time or contract roles.

Email
hmardirosian@gmail.com
LinkedIn
linkedin.com/in/hmardirosian
Download resume PDF