In my own words

I am a gameplay and AI programmer in C++ and Unreal Engine 5. Twice technical lead, which meant owning the architecture, the repository and the scope calls that decide whether a project ships.

What I keep coming back to is the point where a system stops being mine. The Miasma took second in tools and systems at GradEX 2025, and not for the effect on screen: a designer could configure all of it from a data table without ever opening the C++.

The other half is performance. Multi-agent simulation gets expensive fast, and most of what I know came from sitting with Unreal Insights working out which of my own ideas was costing the frame.

I have not yet held a salaried engineering role at a studio. Everything here is academic, self-directed or client work through my own business. What it does show is that I finish things.

What I do

  • Gameplay Programming

    C++ and Blueprints in Unreal Engine 5. Player mechanics, combat, interaction and the systems layer that designers build levels on top of.

  • Game AI

    Behaviour trees, the Environment Query System, A* pathfinding, hierarchical state machines, utility scoring, swarm behaviour and perception.

  • Tools and Systems

    Editor tooling, procedural generation, spline-driven geometry and data-table configuration, so designers can work without waiting on code.

  • Performance

    Profiling with Unreal Insights, holding a frame budget under load, spatial partitioning, scheduling expensive work off the tick.

  • Technical Leadership

    Twice technical lead. Owning architecture, repository and workflow, and making the scope calls that decide whether a project ships.

  • VFX and Audio

    Niagara, custom materials and audio-reactive systems, integrated as part of gameplay rather than dressed on afterwards.

Work and education

Work

October 2025 to present

Game Programming Teacher

Impact Academies and Camps

I teach GCSE and A-Level Computer Science alongside game development, using Roblox Studio, Unity, Python and JavaScript, to students aged 5 to 17. I manage and mentor teaching assistants and rewrote the lesson procedures the team works from. Explaining a state machine to a twelve year old is the best test of whether you understand it yourself.

March 2026 to present

Founder and Web Developer

Zoltrack

I run a small web studio in parallel with teaching, shipping production sites for clients. It keeps my rendering and optimisation practice sharp outside the engine, and the real-time 3D work sits close to what I do in games. That side of my work lives at zoltrack.com.

Education

September 2022 to June 2025

BSc (Hons) Computer Games Development

University of Staffordshire

Specialised in C++, Unreal Engine 5, game AI, procedural content generation and game systems. I achieved 95% in Senior Collaborative Development as technical lead, and my dissertation on adaptive boss AI is one of the projects on this site.

2017 to 2022

GCSE and A-Level

Carshalton Boys Sports College

Computer Science, Product Design, IT and Physics. An architectural project during A-Levels is where procedural generation first got my attention, and Physics is why vector maths has never been the hard part.

Before this, 2021 to 2026I worked through my A-Levels and degree, ending as store manager at Gourmet Coffee Bar and Kitchen, and coached tennis at the Sutton Tennis Academy as an LTA-qualified coach. Neither is game development. Both taught me to explain things clearly to people who did not ask for a technical answer.

Away from the engine

  1. I build the machines I develop on

    Ten or so custom PCs so far, mine and other people's. It is a practical education in where performance actually goes, which turns out to be useful when you are staring at a profiler wondering why a frame costs what it costs.

  2. Three languages

    Lithuanian at home, English everywhere else, Russian well enough to hold a conversation.

  3. I teach, and it changed how I write code

    Two years of explaining programming to children has made me much less tolerant of code that needs a paragraph of explanation. If I cannot describe what a system does in one sentence, it is usually doing two things.