I build performant Unreal Engine gameplay systems in C++ and Blueprints: replication, UI, minigame frameworks, backend integrations, and VR optimization across Quest / SteamVR / Pico.
Built a reusable C++ framework for multiplayer events, timers and replication to accelerate delivery of new minigames. Included analytics hooks and third‑party integrations.
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Engineered an expandable inventory system with subclass‑driven slot and layout customization for multiplayer extraction gameplay. Built in C++ and Blueprint with designer‑friendly configuration.
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Designed VR mechanics and optimized networked environments for the critically acclaimed VR experience. Improved player engagement and frame‑rate stability across platforms.
Watch videoI’m Chris, a passionate Unreal Engine developer based in Castle Rock, Colorado with over five years of experience building multiplayer and VR applications across games, healthcare, and enterprise. My journey started in the U.S. Army as a combat medic and took me through sales and customer‑facing roles before diving into game development.
I love crafting systems that feel great to play and scale gracefully under the hood — whether that’s implementing a server‑authoritative network stack, designing a minigame framework, or building an expandable inventory system. I’m equally comfortable collaborating with designers to perfect UX details as I am refactoring code for performance.
Beyond game dev, I enjoy mentoring others, contributing to open source, and experimenting with new tools. When I’m not in Unreal, you’ll likely find me exploring VR experiences, spending time with family, or tinkering with creative writing projects.
I’d love to talk about collaborations, opportunities, or just geek out about VR and multiplayer. Feel free to reach out via any of the channels below.