Open to Full-Time, Contract, & Freelance Roles

Work With Me

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.

Get in Touch Directly

Email: KonekoSupremacy@gmail.com • Discord: konekosupremacy

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Engagement Models & Rates

Full-Time Employment Remote • 40 hrs/wk

Gameplay Programmer

Open to Offers

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.

  • ✓ Full ownership of combat systems, GAS architecture, or AI coordinators
  • ✓ Performance & profiling mindset (Unreal Insights, CPU/GPU budgets)
  • ✓ Branching quest & dialogue systems (FlowGraph), designer-friendly workflows, and custom editor tooling
Contract & Freelance Hourly or Milestone

Contract Gameplay Engineering

$25 / hour

Flexible hourly or fixed deliverable quotes

Available for immediate contract tasks, feature implementations, or part-time sprint support for indie teams and solo developers.

  • ✓ Feature sprints: GAS combat, StateTree/BT enemy AI, UMG/Common UI
  • ✓ Troubleshooting & profiling: Hitch triage, tick loop audits, bug fixing
  • ✓ Transparent time tracking, clean PRs, and async Discord check-ins

Core Specializations & Skills

GAS

Gameplay Ability System

Custom execution calculations (`UGameplayEffectExecutionCalculation`), predictive damage pipelines, radial falloff, attribute sets, debuffs/status tags, and combat rotation locking.

AI

Advanced Enemy & Boss AI

Token-based combat role coordinators (`Attacker`, `Flanker`, `Waiter`), custom StateTree & Behavior Tree nodes, 3D flying navigation with EQS repositioning, and smart Recast NavMesh proxies.

OPT

Profiling & Optimization

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.

SYS

Subsystems & Core Architecture

World subsystems replacing heavy tick components (e.g. shared curve timeline subsystem, actor pools with frame-staggered teardown, off-screen companion respawning).

UI

Common UI, UMG & Mutable

Modular Common UI widget hierarchies with gamepad focus navigation, Mutable mesh customization integration, and event-driven data binding that avoids per-frame ticks.

NET

Multiplayer & Editor Tooling

Network replication, GAS prediction, Steam session plugins, plus custom Unreal Editor tooling: `FComponentVisualizer` gizmos, `IDetailCustomization` panels, and Slate graph nodes.

Let's Connect & Talk Roles

Whether you're looking for a dedicated full-time engineer to join your studio, an experienced contractor to implement a combat system, or a fast fix for a performance bottleneck — feel free to reach out.

Discord: konekosupremacy
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