About Me
Hey, I'm maglucen
I'm a gameplay programmer with a technical art background. I like building player-facing systems, tools, and runtime features that solve specific problems without turning into oversized frameworks.
My strongest work sits in the overlap between gameplay logic, Blueprints, C#, editor tooling, shaders, UX, and the practical glue that makes a feature usable. Professionally, I have shipped standalone VR work on Meta Quest as the sole programmer on several projects, including client work I cannot show publicly because of NDA.
I have also worked on multiplayer VR gameplay systems in Unity, including physics-based interactions, resource harvesting, automated turret behavior, and data-driven content setup with ScriptableObjects.
What this site is for
This site is my public workbench: selected projects, longer technical breakdowns, and short notes I want to keep findable.
- Portfolio is for finished or presentable case studies.
- DevLog is for implementation breakdowns and technical decisions.
- Quick Notes is for small reusable findings, fixes, and reminders.
Highlights
| Project / Area | Role & Engine | Work |
|---|---|---|
| ARK: Survival Ascended mods | Gameplay systems and technical design Unreal Engine 5 / ASA DevKit |
- Runtime buff systems and rule logic - Server-side configuration through GameUserSettings.ini - Compatibility-first Blueprint work without broad remaps - Player-facing UX such as radial menus and protection states |
| Subnautica 2 AutoSwim | Blueprint scripting and input UX Unreal Engine 5 |
- Toggleable auto movement across swim, walk, and vehicle contexts - Rebindable in-game configuration - Optional status text and Biomod-based autoDash behavior - Persistent player settings between sessions |
| WILO | Editor tooling and UX Unity |
- Quit notes and startup reminders - Searchable local note history - Unity Package Manager workflow - Local JSON persistence without version-control noise |
| Onirica VR | Gameplay Programmer and VR Developer Unity / Meta Quest |
- Shipped standalone VR projects as sole programmer - Owned interaction design, gameplay implementation, UI flow, and runtime architecture - Built reusable grab, selection, puzzle, and feedback interaction patterns - Optimized for device performance with profiling, pooling, staged initialization, warm-up, and async loading |
| Multiplayer VR extraction shooter | Gameplay Programmer Unity / Meta Quest / Pico testing |
- Implemented physics-based VR interaction systems - Built resource harvesting and automated turret behavior - Used ScriptableObjects for data-driven gameplay content configuration - Focused on modular Unity architecture and reliable interaction logic |
| Eyes on Yuki | Lead Programmer Unreal Engine 5 |
- Blueprint and C++ architecture - Resource storage and zone unlocking - Automated turret-defense logic |
Everyday toolkit
Engines and tools: Unreal Engine 5, Unity, ASA DevKit, Meta Quest, Pico, Houdini, Maya, Substance
Languages and scripting: Blueprint, C#, C++, Python, MEL
Focus: gameplay systems, VR interactions, runtime behavior, tools, input UX, technical art workflows, shaders, and VFX
How I work
- Start from the gameplay problem. I care about what the player or designer needs before deciding how large the technical solution should be.
- Prefer narrow interventions. If a small runtime hook solves the problem cleanly, I avoid replacing broad systems.
- Make configuration readable. Admins, players, and future me should be able to understand the exposed settings.
- Profile where the player feels it. On VR and standalone hardware, I care about frame budget, first-run hitches, allocation spikes, and stability on device.
- Use technical art as leverage. Shaders, tools, and visual workflows are part of how I solve gameplay and production problems.
External links
Let's talk
Looking for a gameplay programmer who can also move comfortably through technical art, tools, and implementation details? Let's talk.
Discord:
Email:
LinkedIn: