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
Experience
-
Sep 2023 – Nov 2026
RemoteSoftware 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.
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Jan 2022 – Sep 2023
RemoteGameplay 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.
-
2026 – ongoing
Personal project
Solo
- Project
- Shardfall
- Stack
- C++, Unreal Engine 5.8, Gameplay Ability System, State Tree, Utility AI, Claude/Codex
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May 2018 – Jul 2022
Los Angeles, CALead 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
May 2016 – May 2018
Game Developer
Diamond Game Enterprises · C++ / Unity / C#
Mar 2016 – May 2016
Contract Unity Engineer
Current Studios · Unity3D / C#
Oct 2014 – Mar 2016
Lead Engineer
Human-Engine LLC · Unity, Unreal Engine
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.
- hmardirosian@gmail.com
- linkedin.com/in/hmardirosian