3D Graphics & Computing 3
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Configures Animation Blueprints in Unreal Engine: State Machines, Blend Spaces, Animation Montages. Understands Skeleton and AnimInstance. Works with Sequencer for cutscenes.
Develops complex animation systems in Unreal: Animation Layers, IK via Control Rig, Linked Anim Graphs. Uses Anim Notifies for gameplay events. Optimizes LOD for animations via Skeletal Mesh LOD.
Defines animation pipeline standards for the Unreal studio. Coordinates animators, riggers, and programmers. Establishes animation performance budgets and quality bar.
Defines animation technology strategy for the studio. Evaluates ML-driven animation, runtime retargeting, crowd animation systems. Shapes animation technology roadmap.
Understands GPU programming in Unreal: Nanite, Lumen, Virtual Shadow Maps. Uses GPU Visualizer for rendering performance analysis. Understands draw call optimization through instancing.
Develops GPU-optimized solutions in Unreal: custom compute shaders via HLSL, Niagara GPU particles, custom render passes via RDG (Render Dependency Graph).
Defines GPU programming strategy for the Unreal studio. Establishes rendering performance budgets. Coordinates graphics programmers and tech artists.
Defines graphics technology strategy at studio level. Evaluates ray tracing, mesh shaders, neural rendering for Unreal. Shapes rendering roadmap.
Understands shader development in Unreal: Material Editor for PBR materials, Material Instances, basic HLSL custom expressions. Creates basic materials and material functions.
Develops materials in Unreal: Material Functions for reuse, World Position Offset for vertex animation, custom HLSL nodes. Optimizes shader complexity and instruction count.
Defines shader strategy for the Unreal studio. Establishes material standards, instruction budgets. Coordinates tech artists and graphics programmers.
Defines graphics technology strategy for the studio. Evaluates neural materials, ray tracing shaders. Shapes shader technology roadmap for AAA Unreal projects.
Algorithms & Data Structures 1
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Understands basic algorithms and their complexity in the context of Unreal Engine C++ development. Applies standard STL algorithms and Unreal containers (TArray, TMap) for game data processing.
Applies medium-complexity algorithms in Unreal projects: navigation algorithms via NavMesh, spatial queries via Octree, EQS for AI decision making. Evaluates complexity when working with large Actor volumes.
Defines algorithmic standards for the Unreal team. Conducts code reviews focused on complexity and Unreal-specific optimizations. Builds a library of algorithmic solutions for AAA projects.
Defines algorithmic strategy at studio level for Unreal projects. Evaluates GPU compute (Niagara, Compute Shaders) for massively parallel algorithms. Shapes performance culture.
Benchmarking 1
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Uses Unreal Insights for profiling: CPU, GPU, Memory, Network traces. Applies stat commands (stat fps, stat unit, stat scenerendering). Identifies main bottlenecks in Unreal projects.
Conducts deep profiling of Unreal projects: Unreal Insights Timing/Memory, RenderDoc, platform tools (PIX, Razor). Creates automated performance benchmarks in CI.
Defines performance engineering culture for the Unreal team. Establishes profiling standards, regular performance reviews. Trains the team on profiling tools and methodologies.
Defines performance engineering strategy at studio level. Shapes cross-project performance standards. Evaluates profiling methodologies and tools.
Clean Code & Refactoring 1
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Writes clean C++ code for Unreal following UE Coding Standard: UPROPERTY/UFUNCTION macros, naming conventions (F, U, A, E prefixes). Understands Unreal Header Tool and reflection system.
Ensures Unreal C++ code quality: SOLID principles for GameplayAbilities, smart use of UPROPERTY specifiers (EditAnywhere, BlueprintReadOnly). Configures static analysis (PVS-Studio, clang-tidy).
Defines code quality standards for the Unreal team. Establishes C++ style guide extending Epic Coding Standard. Conducts reviews and mentoring on Unreal C++ best practices.
Defines code quality strategy at studio level. Shapes metrics, technical debt management. Defines architectural standards for AAA-class Unreal projects.
Code Review 1
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Participates in code review of Unreal C++ code: checks coding standards, UPROPERTY correctness, memory management. Learns to give feedback on Blueprint-heavy and C++ code.
Conducts deep review of Unreal C++ code: memory management (GC, shared pointers), thread safety, replication correctness. Verifies Blueprint integration and performance implications.
Defines the code review process for AAA Unreal projects. Establishes review metrics and trains the team. Conducts architectural reviews for critical engine-level changes.
Defines code review strategy for the studio. Shapes cross-project review practices. Evaluates AI-assisted review for Unreal C++ code in AAA context.
Game Design 1
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Creates levels in Unreal Editor: BSP for prototyping, Static Meshes, Landscape, Foliage. Understands Level Blueprints, Trigger Volumes. Configures lighting and post-processing.
Develops production-quality levels in Unreal: World Partition for open world, Level Instances, Data Layers. Optimizes streaming and LOD. Uses PCG (Procedural Content Generation).
Defines level design standards for the Unreal studio. Establishes level art guidelines, streaming strategy. Coordinates level designers, environment artists, and tech art.
Defines level design technology strategy for the studio. Evaluates procedural generation, AI-assisted level design. Shapes world-building technology roadmap.
Game Engines 3
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Understands Unreal Asset Pipeline: Content Browser, Data Assets, Primary/Secondary Assets. Imports models (FBX), textures, audio. Uses Blueprints for asset references. Understands asset cooking.
Manages Asset Pipeline in Unreal: Asset Manager for async loading, Streaming Levels, Data Layers. Configures asset cooking for different platforms. Optimizes pak files and DLC content.
Defines asset pipeline standards for the Unreal studio. Establishes naming conventions, validation rules, automated QA. Coordinates workflow between art, level design, and engineering.
Defines asset management strategy at studio level. Evaluates Unreal Virtual Assets, cloud-based workflows. Builds cross-project asset sharing platform.
Creates game logic in Unreal Blueprints: Event Graph, macros, functions. Works with Blueprint Communication: casting, interfaces, event dispatchers. Understands when to use Blueprint vs C++.
Develops complex Blueprint systems: Animation Blueprints, Material Blueprints, Widget Blueprints. Optimizes Blueprint nativization and performance. Uses Blueprint Function Libraries.
Defines Blueprint standards for the Unreal team. Establishes C++ vs Blueprint guidelines. Trains designers and technical artists in effective Blueprint usage.
Defines Blueprint strategy at studio level. Evaluates Verse (Epic scripting language) and future scripting solutions. Shapes Blueprint/C++ architecture roadmap.
Works with core Unreal Engine systems: Actor/Component model, World Partition, Input System, UMG UI. Uses Unreal Editor for level building. Understands Gameplay Framework.
Deep knowledge of Unreal Engine: GAS, Enhanced Input, Common UI, Niagara, MetaSounds. Develops Editor extensions and custom tools. Understands engine modules and plugin architecture.
Defines Unreal Engine strategy for the studio: engine version, custom modifications, plugin ecosystem. Shapes engine update and migration plans.
Defines Unreal technology strategy at organizational level. Coordinates with Epic Games. Shapes engine customization roadmap. Evaluates engine evolution impact.
Game Infrastructure 2
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Understands game backend integration from Unreal: connects to PlayFab/Nakama services for player profiles, authentication, and inventory management. Implements basic backend SDK integration using Unreal's HTTP and WebSocket subsystems. Follows team patterns for async backend communication.
Independently implements Game Backend in Unreal Engine 5. Optimizes performance. Works with profiler.
Defines game backend strategy for Unreal projects: selects backend platforms, establishes networking architecture standards, and sets performance/cost targets for online services. Reviews server architecture decisions ensuring scalability for concurrent players and cross-platform play.
Defines studio-wide online services architecture for Unreal titles: evaluates emerging backend technologies, establishes cross-project standards for live operations, and drives R&D for next-gen multiplayer infrastructure. Shapes technical vision for global-scale game services.
Understands multiplayer architecture in Unreal: GameMode/GameState/PlayerState framework, server types (dedicated/listen). Implements basic multiplayer with session management.
Designs multiplayer systems in Unreal: matchmaking, lobby management, team assignment. Implements authoritative game logic. Integrates Epic Online Services (EOS) for cross-platform play.
Defines multiplayer strategy for the Unreal studio. Establishes networking architecture standards, backend infrastructure decisions. Coordinates client and server development.
Defines multiplayer infrastructure strategy at organizational level. Shapes shared multiplayer platform. Evaluates cloud gaming and cross-play implications.
Game Platforms 1
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Builds Unreal projects for different platforms: Windows, PlayStation, Xbox, Switch. Understands Platform Abstractions in Unreal. Configures project settings for each target platform.
Automates cross-platform Unreal builds: BuildGraph, Horde build system, cooking pipeline. Manages platform SDKs and devkits. Optimizes package size through chunk management.
Defines cross-platform strategy for the Unreal studio. Establishes build infrastructure, platform matrix. Coordinates certification (TRC/TCR/Lotcheck) across all platforms.
Defines multi-platform strategy at studio level. Evaluates new platforms and their SDKs. Builds relationships with platform holders for early SDK access.
Game Programming 6
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Writes C++ code for Unreal Engine: Actor, Component, GameMode classes. Understands Unreal-specific C++: UPROPERTY, UFUNCTION, garbage collection. Uses TArray, TMap, TSet and Smart Pointers.
Develops complex systems in Unreal C++: Gameplay Ability System, custom AI controllers, async operations. Uses delegates, interfaces, subsystems. Profiles C++ via Unreal Insights.
Defines C++ development standards for the Unreal studio. Shapes module architecture, coding guidelines. Serves as technical authority on Unreal C++ and engine internals.
Defines C++ technology strategy at studio level. Evaluates C++20/23 features for Unreal. Shapes engine customization roadmap. Coordinates with Epic on engine-level changes.
Understands Unreal Networking: Replication, RPCs (Server/Client/Multicast), RepNotify. Implements basic Actor property synchronization. Configures Listen Server for multiplayer testing.
Develops network systems in Unreal: relevancy, dormancy, conditional replication. Optimizes bandwidth through replication graph. Implements client prediction and server authoritative logic.
Defines networking strategy for multiplayer Unreal projects. Establishes netcode standards, testing infrastructure. Coordinates server and client networking teams.
Defines multiplayer infrastructure strategy at studio level. Evaluates networking solutions and scaling. Shapes shared networking platform for Unreal projects.
Uses Chaos Physics in Unreal Engine: collision primitives, physics materials, constraints. Configures Physics Assets for Skeletal Meshes. Understands Physical Materials and collision channels.
Develops physics systems in Unreal: Chaos Destruction for destructibles, Vehicle Movement Component, custom physics sub-stepping. Profiles physics via Unreal Insights.
Defines physics standards for the Unreal studio. Establishes physics performance budgets: body count, contact pairs. Coordinates physics and gameplay teams.
Defines physics technology strategy for the studio. Evaluates Chaos roadmap, alternative physics solutions. Shapes physics innovation roadmap for next-gen.
Creates UI in Unreal with UMG (Unreal Motion Graphics): Widget Blueprints, HUD, menus. Understands Canvas Panel, overlays, anchoring. Binds UI to game logic via Blueprints.
Develops complex UI systems in Unreal: Common UI for cross-platform input, Rich Text, data binding via ViewModels. Optimizes Slate rendering: batching, invalidation, retainer boxes.
Defines UI standards for the Unreal studio. Establishes UI component library, design system. Coordinates UX designers and UI programmers for AAA quality UI.
Defines UI technology strategy for the studio. Evaluates Slate vs UMG vs future UI frameworks. Shapes cross-project UI framework and accessibility standards.
Understands Chaos Physics engine in Unreal: rigid body simulation, collision detection, physics materials. Configures Physical Materials (friction, restitution) for realistic gameplay.
Works with advanced Chaos features: Chaos Destruction, Cloth simulation, physics constraints (joints). Configures physics sub-stepping for simulation stability.
Defines physics engine standards for the Unreal studio. Establishes Chaos configuration guidelines and performance budgets. Coordinates physics and gameplay teams.
Defines physics technology strategy for the studio. Evaluates Chaos roadmap from Epic. Shapes physics innovation roadmap: destruction, fluids, soft bodies.
Creates procedural systems in Unreal: PCG (Procedural Content Generation) framework, random placement, noise-based terrain. Uses Blueprints and PCG graphs for generation rules.
Develops advanced PCG systems in Unreal: custom PCG nodes, rule-based generation, biome systems. Ensures seed-based reproducibility and artist-friendly controls for fine-tuning.
Defines procgen strategy for Unreal projects. Establishes PCG pipeline with art direction controls. Coordinates level designers, artists, and programmers.
Defines procedural generation as a strategic direction for the studio. Evaluates AI-driven generation. Shapes PCG technology platform for cross-project use.
Game QA 1
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Understands Unreal project testing: Automation Framework, Functional Tests, Gauntlet for automated testing. Writes simple tests for game logic. Uses Session Frontend for test execution.
Develops testing infrastructure for Unreal: automated gameplay tests, performance regression testing, screenshot comparison tests. Integrates testing into Horde CI pipeline.
Defines testing culture for the Unreal team. Establishes test coverage requirements, QA integration. Coordinates automated and manual testing teams for AAA quality bar.
Defines testing strategy at studio level. Evaluates automated testing tools for AAA games. Shapes cross-project test infrastructure and quality standards.
VR Development 1
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Integrates VR in Unreal: OpenXR plugin, VR Pawn setup, Motion Controller components. Configures VR spectator view. Creates basic VR interactions: grab, teleport.
Develops VR functionality in Unreal: hand tracking via OpenXR, haptic feedback, spatial audio. Integrates platform-specific SDK (Meta XR, SteamVR). Optimizes VR comfort.
Defines VR development strategy for the Unreal studio. Establishes VR UX guidelines and performance standards. Coordinates VR design and development.
Defines XR platform strategy at studio level. Evaluates VR/MR hardware evolution. Shapes XR technology roadmap for Unreal projects.
XR Platforms 2
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Implements basic XR interactions in Unreal: VR Interaction Framework for grab, use, UI interaction. Configures XR Pawn with Motion Controllers and hand tracking input.
Develops advanced XR interactions in Unreal: two-handed physics manipulation, gesture-based controls, haptic-driven feedback. Creates custom interaction components.
Defines XR interaction standards for the Unreal studio. Establishes interaction design language and UX guidelines. Coordinates XR designers and developers.
Defines XR interaction strategy at studio level. Evaluates emerging paradigms: eye tracking, hand tracking, haptic gloves. Shapes XR UX roadmap.
Optimizes Unreal XR applications: instanced stereo rendering, Fixed Foveated Rendering, draw call reduction. Understands VR framerate requirements (72/90/120 Hz). Uses stat commands.
Applies advanced XR optimizations in Unreal: VR forward renderer, mobile multi-view, dynamic resolution, Vulkan optimizations for Quest. Profiles via OVR Metrics Tool and RenderDoc.
Defines XR performance standards for the Unreal studio. Establishes per-platform budgets. Coordinates optimization across graphics, gameplay, and platform teams.
Defines XR performance strategy at studio level. Evaluates dynamic foveated rendering, Application SpaceWarp, neural upscaling. Shapes XR rendering roadmap.