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First-person view of an armoured enemy in Forgive Me Not, weapon raised

Selected work

Four games, and the four systems underneath them.

  • Unreal Engine 5 and C++
  • 2023 to 2025
  • Technical lead on two of them
Start with the games

Games

Shipped team and solo projects, from a nine-week extraction horror to a game jam build made in a weekend.

  1. Miasma Ashlung key art01Technical LeadMiasma AshlungNine-week extraction horror. I led the C++ architecture, the enemy AI and the Miasma.Unreal Engine 5
  2. An enemy encounter in Forgive Me Not02Technical LeadForgive Me NotTeam horror. I owned the enemy behaviour and the systems the level designers built on.Unreal Engine 5
  3. The slime ascending the well in Well of Ooze03Lead Gameplay ProgrammerWell of OozeBuilt in 32 hours. A slime climbs a procedurally generated well towards the light.Unreal Engine 5
  4. A mountain being sculpted in The Carver’s Lament04Gameplay Design and ProgrammingThe Carver's LamentA mobile puzzle platformer where climbing a mountain and carving it are the same verb.Unreal Engine 5

Systems and tools

A system that only works where it was authored is not a system. These are the four that survived being moved, handed over or marked.

  1. The Miasma spreading across a surface01Tools and Systems ProgrammingThe Miasma SystemA spreading hazard for horror games, built as a designer-facing tool, not an effect.Unreal Engine 5
  2. Procedurally generated roads with AI traffic02Tools and Systems ProgrammingRoad Builder and Traffic SystemA spline editor that generates road networks, and the traffic that drives on them.Unreal Engine 5
  3. The boss mid-attack, surrounded by swarming units03AI and Gameplay ProgrammingAdaptive Commander BossMy dissertation. A boss that reads how you fight, and seven enemy types that act on it.Unreal Engine 5
  4. The chess and squad AI systems running04AI Systems ProgrammingThree AI SystemsChess, squad coordination and long-term planning, written without an engine underneath them.C++ from scratch

Currently open to work

om11757@outlook.com

Gameplay, AI or tools programming. UK based, happy to relocate or work remotely.


Gameplay and AI Programmer

United Kingdom

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Elsewhere

  • LinkedIn
  • GitHub
  • itch.io

Files

  • CV, PDF download

Also

I build for the web through my studio Zoltrack. That work lives there, not here.


© 2026 Oskaras Margevicius

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