Hey, I’m Oskaras

Gameplay & AI
Programmer.

C++ and Unreal Engine 5. Twice technical lead. I build the systems, and the tools that make them someone else’s to use.

The short version

I build gameplay systems that hold their frame budget, and tools that let a designer use them without asking me for anything.

Multi-agent simulation, procedural generation and enemy AI, in C++ and Unreal Engine 5. Technical lead on two team projects, owning the architecture and the repository. Second place in tools and systems at GradEX 2025 for the Miasma, which won on being configurable rather than on how it looked.

Proof

  • 2ndGradEX 2025, Tools and Systems
  • 95%Senior Collaborative Development, as Technical Lead
  • 91.7%Player satisfaction, dissertation boss encounter
  • 2xTechnical Lead on team projects

Selected work

Miasma Ashlung key art

01 / Game

Miasma Ashlung

Technical Lead

I took a Blueprint prototype, rebuilt it in C++, and led the call that saved the project when procedural level generation started costing us more than it returned.

  • Unreal Engine 5
  • C++
  • Blueprints
  • AI Perception
Read the case study
An enemy encounter in Forgive Me Not

02 / Game

Forgive Me Not

Technical Lead

The interesting problem was not any single system, it was making objectives, interaction, combat and enemy spawning composable enough that designers could build levels without asking me for code.

  • Unreal Engine 5
  • C++
  • Behaviour Trees
  • AI Perception
Read the case study
The Miasma spreading across a surface

03 / System

The Miasma System

Tools and Systems Programming

An effect that only works in the level it was authored for is not a system, so I built the Miasma to read the space it is placed in and spread through it on its own.

  • Unreal Engine 5
  • C++
  • Blueprints
  • EQS
Read the case study

Next

I am looking for gameplay, AI or tools programming work in the UK.