Shaun Ames

Shaun Ames

$35/hr
Unreal Engine specialized Game Developer with 8 years of experience architecting gameplay systems
Reply rate:
-
Availability:
Hourly ($/hour)
Location:
California, Ca, United States
Experience:
8 years
 CONTACTS  - - California, United States  SKILLS Unreal Engine 5 Unreal Engine 4 Gameplay Programming in C++ Blueprints Visual Scripting GAS (Gameplay Ability System) Unreal Build Tools Automation AI Behavior Trees EQS Blackboard Unreal Online Subsystem Steam CAD (Creo, SolidWorks, NX, Catia) Automation Software Development LabVIEW MATLAB C++ Precision Alignment Systems Multiplayer Integration Game Development GitHub Game Engineer Linear Algebra C# Lumen Perforce Python C++ Programming  EDUCATION USA Bachelor of Science  PROJECTS Lamelo Ball Sandbox Metaverse https://www.sandbox.game/avatarcollections/lamelo-ball/en Crafting immersive, interactive LaMelo Ball avatars in The Sandbox, integrating unique traits, animations, and physics for dynamic metaverse gameplay. Link: https://www.youtube.com/watch?v=iAhSyl9ttA Riff VR Metaverse https://riffxr.com/ Developed immersive VR metaverse in Unreal Engine with multiplayer systems, interactive environments, and usergenerated content tools. Link: https://www.youtube.com/watch? v=VaGuDKqvxkQ EY Echodeea Metaverse Developed requirements and art guidelines for a tourism metaverse combining virtual landmarks with real-world travel bookings. SHAUN AMES LEAD GAME DEVELOPER  PROFILE Unreal Engine–specialized Game Developer with 8 + years of experience architecting gameplay systems, building engine‑level tools, and delivering AAA‑quality experiences. Highly proficient in Unreal Engine 5 and Unreal Engine 4, with deep expertise in C++, Blueprint scripting, Gameplay Ability System (GAS), AI Behavior Trees, EQS, Replication, and Multiplayer Networking. Demonstrated success in integrating Unreal Online Subsystems, custom Unreal plugins, editor utility widgets, and real‑time rendering optimizations.  EXPERIENCE Narsun Studios Lead Unreal Engine Developer 2021 - Present • Designed and executed a custom Unreal Online Subsystem–based multiplayer session framework, increasing session stability and reducing latency. • Researched and developed modular AI Behavior Tree and EQS systems for advanced enemy and NPC logic entirely within Unreal Engine. • Built VR locomotion, motion controller input, and replicated physics actors directly in Unreal for immersive multiplayer VR gameplay. • Integrated AWS GameLift, PlayFab, and Unreal’s native replication features for scalable backend services. • Optimized Unreal material graphs, dynamic lighting, and LODs, achieving consistent 60+ FPS across platforms. • Authored Unreal Editor Utility Widgets to streamline level designer workflows and automate repetitive asset management. • Led internal reviews on Unreal Engine coding standards, ensuring best practices in C++ and Blueprints across the team. Volition Senior Gameplay Systems Engineer (Unreal) 2018 - 2021 • Supported cross-disciplinary teams by developing a dynamic quest system using Unreal’s Gameplay Framework and replicated world state. • Motivated the team to deliver innovative gameplay features by implementing multiplayer vehicle controllers and combat mechanics entirely in Unreal C++ and Blueprints. • Conducted UI/UX development by designing UMG HUDs, inventory systems, and radial menus fully integrated into Unreal’s UI pipeline. • Managed integration of third-party backend services with Unreal APIs for analytics, achievements, and cloud saves. • Utilized Unreal’s profiling tools to improve lightmaps, shader complexity, and draw calls. • Utilized Unreal Build Tool (UBT) customizations and automated packaging scripts to enhance build processes and deployment efficiency. Contractor Gameplay Engineer 2017 - 2018 • Architected GAS‑based ability trees for MMO player progression and replicated abilities with minimal network overhead. • Implemented chunk streaming and async level loading, cutting perceived load times by 35%. • Incorporated Vivox voice chat SDK with positional audio and proximity‑based filters, improving communication immersion. • Wrote custom Unreal C++ plugins for procedural mesh generation and dynamic environment destruction. • Enhanced server authoritative movement systems, mitigating latency and cheating exploits in PvP matches. • Explored weekly sprint reviews and code reviews, mentoring a team of junior Unreal developers on best practices.
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