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C++ Real-Time

Location:
Los Angeles, CA
Posted:
May 27, 2025

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Resume:

Robert Lee Shaw

Email: *****************@*****.*** Mobile: +1-315-***-****

Location: Ilion, NY

SUMMARY:

Senior Gameplay Engineer with over 10 years of professional experience in the video game industry, specializing in gameplay systems, UI/UX engineering, real-time networking, and performance optimization. Proven track record of delivering AAA titles across multiple platforms using C++, Unreal Engine, and proprietary game engines. Adept at cross-disciplinary collaboration, telemetry-driven iteration, and building scalable tools and systems for both player-facing features and internal teams. PROFESSIONAL EXPERIENCE:

Warner Bros. Games May 2022 - Present

Senior Game Engineer (remote)

• Led development of core gameplay systems and engine-level optimizations for an unannounced AAA cross- platform title built in Unreal Engine 5, targeting PC, Xbox, and PlayStation.

• Engineered modular gameplay components, event-driven systems, and real-time mechanics using C++, Blueprints, and ECS architecture, supporting rapid iteration and extensibility across multiple game modes.

• Architected and optimized multithreaded systems and data-driven pipelines to reduce frame stalls and improve cache coherence, leading to 30% performance gains in high-load scenarios.

• Conducted deep CPU/GPU profiling with Unreal Insights, RenderDoc, and platform-native tools (PIX, Razor), identifying memory fragmentation, redundant draw calls, and thread contention issues.

• Refactored systems to reduce frame time variance, implementing object pooling, LOD controls, animation budget culling, and asynchronous asset streaming to stabilize runtime behavior and eliminate hitches.

• Collaborated closely with the AI and animation teams to fine-tune state machines, behavior trees, and motion warping, improving NPC responsiveness, animation blending, and combat AI precision.

• Integrated low-latency network replication systems, supporting deterministic input, rollback buffers, and delta-compressed state sync for real-time multiplayer responsiveness.

• Designed and implemented telemetry hooks, gameplay logging, and in-game debug overlays to support live ops, balance iteration, and post-launch analytics.

• Actively participated in architecture planning, code reviews, and Agile sprint cycles, mentoring junior developers and championing code quality and performance hygiene.

• Built internal tools for designers and QA to simulate gameplay events, validate edge cases, and conduct automated regression tests on nightly builds.

• Worked cross-functionally with design, VFX, and systems teams to maintain 60+ FPS performance benchmarks on all target platforms, including lower-spec consoles. Visual Concepts, 2K

Senior Software Engineer Jun 2020 – Apr 2022

• Engineered core gameplay mechanics for WWE 2K series with emphasis on strategic systems, resource management, and AI behavior.

• Conducted deep profiling to identify performance bottlenecks; implemented optimizations that improved frame rate and memory usage across platforms.

• Contributed RPG system development, implementing real-time multiplayer sync via client-authoritative architecture with delta compression and interest-based state replication to support 50+ players in an open- world environment.

• Actively participated in team meetings and provided input on game design decisions and development strategies.

UI & Telemetry Engineer Feb 2018 – Jun 2020

• Built interactive UI components and menus using C++ and proprietary UI frameworks, delivering a seamless player experience.

• Created reusable UI widgets and HUD elements for in-game overlays and dynamic data presentation.

• Developed tools for designers to configure and localize UI layouts without engineering support.

• Designed and integrated gameplay telemetry pipelines to capture real-time player behavior and in-game metrics, enabling data-driven balancing, feature iteration, and UX improvements across multiple game modes.

• Ensured accessibility and responsiveness across platforms, including PC, Xbox, and PlayStation.

• Contributed to live updates and seasonal content rollout pipelines. Stardock Systems May 2015 – Feb 2018

Gameplay Programmer

• Developed prototype gameplay features for a new unannounced title using Unreal Engine 4 and Stardock's proprietary engine.

• Designed and maintained a suite of internal development tools, including level editors, asset management systems, and automated testing frameworks.

• Created custom debugging utilities and editors to streamline iteration speed and reduce QA cycles.

• Authored Python and Lua scripts to automate repetitive tasks, increasing development efficiency by over 30%.

• Implemented in-game UI systems across multiple products, ensuring consistent visual design and input handling.

• Worked closely with senior engineers to resolve complex performance and memory management issues.

• Collaborated with designers and producers to refine user experience through playtesting and telemetry analysis.

TECHNICAL SKILLS:

Languages: C++, C#, Python, Lua

Engines/Frameworks: Unreal Engine 4/5, Unity, ROS, UMG, Slate, ECS Tools: Git, Perforce, Jira, Visual Studio, Jenkins Areas of Expertise: Gameplay Systems, Networking, UI/UX, VR/AR Development, Performance Optimization, Tools Development, Simulation

Soft Skills: Problem Solving, Communication, Team Collaboration, Agile Development, Creative Thinking EDUCATION:

University of Maryland – College Park, MD 2011 - 2015 Bachelor of Science in Computer Science



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