I'm Koneko, an Unreal Engine Gameplay & Systems Programmer. I specialize in C++, Gameplay Ability System (GAS), advanced AI architectures (StateTree/BT), and engine-level performance optimization.
Email: KonekoSupremacy@gmail.com • Discord: konekosupremacy
Ready to join your studio team immediately
Looking for a long-term role building gameplay systems, combat, or AI. Experienced with production workflows, Git/Perforce, code reviews, and cross-discipline collaboration.
Flexible hourly or fixed deliverable quotes
Available for immediate contract tasks, feature implementations, or part-time sprint support for indie teams and solo developers.
Custom execution calculations (`UGameplayEffectExecutionCalculation`), predictive damage pipelines, radial falloff, attribute sets, debuffs/status tags, and combat rotation locking.
Token-based combat role coordinators (`Attacker`, `Flanker`, `Waiter`), custom StateTree & Behavior Tree nodes, 3D flying navigation with EQS repositioning, and smart Recast NavMesh proxies.
Game-Thread time reductions (proven 13ms → 7ms on Six Degrees), zero-allocation tick loops, time-slicing expensive raycasts, Significance Manager scaling, and Slate global invalidation tuning.
World subsystems replacing heavy tick components (e.g. shared curve timeline subsystem, actor pools with frame-staggered teardown, off-screen companion respawning).
Modular Common UI widget hierarchies with gamepad focus navigation, Mutable mesh customization integration, and event-driven data binding that avoids per-frame ticks.
Network replication, GAS prediction, Steam session plugins, plus custom Unreal Editor tooling: `FComponentVisualizer` gizmos, `IDetailCustomization` panels, and Slate graph nodes.
Everything offered is grounded in real shipping titles, published templates, and battle-tested open-source code.
Diablo-like ARPG with C++, GAS damage pipelines, and headless CI runner.
Commercial WorkHack 'n' Slash combat, 46% Game-Thread optimization, and Mutable UI.
Steam TitleGAS combat systems, enemy AI, and modular UMG menu architectures.
Open SourcePublicly available GitHub repositories for multiplayer, AI, and systems.