Available for roles

Storm A. Zaal

Game Developer // Systems & Gameplay

I build the systems under the fun: ability stacks, movement code, renderers, and the editor tooling that keeps a team shipping. Currently deep in Unreal Engine 5 C++ and real-time rendering work.

Engines
UE 5.X
Languages
C++ · Blueprint
Projects
0/1 shipped

Selected work

Shipping systems across gameplay, rendering and tooling. Open any card for the architecture, the problems solved and the code.

In Development

Gameplay & Systems Programmer

Every choice matters in this Immersive-Sim inspired experience, ensuring an unforgettable playthrough each time.

  • UE 5.X
  • C++
  • Blueprint

Stack

The systems I own, the languages I write them in, and the tools I reach for.

Systems

What I build and own

Gameplay

  • Ability systems
  • Character movement
  • State machines
  • Combat & damage
  • Save / persistence

Engine / Rendering

  • Clustered forward+
  • Compute pipelines
  • Shader authoring
  • GPU particles
  • Frame profiling

AI

  • Behavior trees
  • Utility scoring
  • Navmesh & steering
  • Perception / EQS

Tools

  • Editor extensions
  • Asset pipelines
  • Build automation
  • Validation tooling

Languages

Where the work happens

  • C++UE5 gameplay, engine and tooling code
  • C#Unity runtime and editor tooling
  • HLSLCompute and material shaders
  • PythonBuild scripts and asset pipelines
  • BlueprintDesigner-facing glue over C++ systems

Software

Daily drivers

  • Unreal Engine 5Gameplay Ability System, Niagara, Insights
  • UnityUI Toolkit, Job System, Burst
  • RenderDocFrame capture and GPU debugging
  • Git / PerforceTrunk-based and stream workflows
  • Rider / Visual StudioNative and managed debugging
  • Nvidia Nsight