Concept frame for the Reactionary Impulse game project

Junior Unreal Engine Developer

Filippo
Franchini

I build gameplay systems in C++ and Blueprints, with a focus on readable architecture, responsive combat and practical designer workflows.

C++ Blueprints Unreal Engine 5.7

Reactionary Impulse · project concept frame

8 Automation tests passing
3 Gameplay modules demonstrated
UE 5.7 Verified editor and game builds
Review repository

01 / Selected work

Gameplay code built to be reviewed.

A compact Unreal project that exposes the implementation choices, Blueprint contracts and test coverage behind the systems.

Concept frame supporting the Madhorse Unreal gameplay project Project concept frame
Open-source showcase 2026

Madhorse Unreal Gameplay Showcase

A source-only UE 5.7 project demonstrating how I separate deterministic gameplay rules from engine-facing code while keeping presentation hooks accessible in Blueprint.

Combat
Buffered combos, animation-driven hit windows, stamina, blocking and dodging.
Enemy AI
AI Perception, Behavior Tree startup and Blackboard target memory.
UI
Safe widget binding and Blueprint events for resources, attacks and death.
Verification
Editor, Development and Shipping builds, plugin packaging and 8 tests passed.
Explore code and documentation

02 / Technical approach

C++ owns state. Blueprints own expression.

The public project keeps core rules testable and exposes deliberate extension points for animation, VFX, audio, UI and project-specific rules.

MHComboSequence.cpp

Input buffering lives in a deterministic state object that can be tested without a world or Actor.

if (bAttackActive)
{
    if (bAttackQueued || CurrentIndex + 1 >= ComboCount)
    {
        return EMHAttackRequestResult::Rejected;
    }

    bAttackQueued = true;
    return EMHAttackRequestResult::Queued;
}

Reusable systems

A runtime plugin keeps gameplay code portable and the host project minimal.

Explicit contracts

Animation notifies complete or cancel every attack, keeping state transitions predictable.

Verified behavior

Automation tests cover input, combo windows, cooldowns and invalid transitions.

03 / In development

Reactionary Impulse

An independent game project built with Unreal Engine. My current work centres on gameplay systems, interaction logic, UI integration, testing and iteration using C++ and Blueprints.

The visual shown here is a concept frame. Reviewable implementation work is available in the public gameplay showcase above.

Visit Madhorse Studio
Reactionary Impulse concept frame showing a bridge and fortified settlement
Reactionary Impulse · concept frame

04 / Capabilities

Where I contribute.

Focused Unreal skills, supported by a broader software and communication background.

01

C++ gameplay programming

Components, state logic, delegates, timers and engine integration.

02

Blueprint workflows

Designer-facing APIs, events, interfaces and clear extension points.

03

Combat and animation

Combos, input buffering, melee traces and animation-driven timing.

04

Enemy AI

AI Perception, Behavior Trees, Blackboards and target memory.

05

UI integration

UMG adapters and event-driven health, stamina and combat feedback.

06

Testing and debugging

Automation coverage, build verification and practical fault isolation.

05 / Experience

Technical focus, broad working perspective.

I moved from customer-facing and operational roles into software, digital communication and game development. That path strengthened my organization, adaptability and collaboration.

Italian · Native English · C1 German · A1

Junior Unreal Engine Developer

Madhorse Studio / Independent Projects

Gameplay systems, C++, Blueprints, UI integration, testing and optimization.

Backend Developer

Giusti S.R.L. · Geneva

Software development and maintenance with Python and C++, testing and debugging.

Ads Specialist / Marketing Strategist

Giusti S.R.L. · Geneva

Campaign strategy, Meta Ads, Google Ads, KPI analysis and creative coordination.

BSc in Computer Science

Sapienza University of Rome · 102/110

Software development foundations followed by specialized Unreal Engine training.

Retail, hospitality and logistics

Customer service, sales, inventory and operational teamwork.

06 / Contact

Let’s build responsive gameplay.

I am interested in junior Unreal Engine roles where I can contribute to gameplay systems, learn from experienced developers and ship work that players can feel.