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

Discord Discord: maglucen
Gmail Email: maglucen
LinkedIn LinkedIn: maglucen
Looking for a gameplay programmer who can also move comfortably through technical art, tools, and implementation details? Let's talk.