Junior Unreal Engine Developer

Filippo Franchini

Gameplay programming with C++ and Blueprints. Combat, AI, animation and UI systems for Unreal Engine 5.

C++ / Blueprints / UE 5.5–5.7

Gameplay systems,
shown in context.

Two projects define my current Unreal Engine work: a public source showcase and an independent game in development.

01

Public source project / 2026

Madhorse Unreal
Gameplay Showcase

A focused Unreal Engine 5.7 project covering combat flow, enemy perception and event-driven UI integration. Core rules live in C++; Blueprints expose clear presentation and design hooks.

Role
Gameplay programmer
Core
C++, Blueprints, UE 5.7
Systems
Combat, AI, animation, UI
View source repository

Space reserved for gameplay footage from the public source project.

02

Independent game / In development

Reactionary
Impulse

An original Unreal Engine project developed through Madhorse Studio. My work focuses on gameplay logic, interaction, UI integration, testing and iteration across C++ and Blueprints.

Role
Junior Unreal Engine Developer
Focus
Gameplay and interaction systems
Status
In development
Visit Madhorse Studio

Space reserved for a cinematic or gameplay still from Reactionary Impulse.

Code for rules.
Blueprints for expression.

A practical split between deterministic gameplay state and designer-facing events.

Source excerpt
MHComboSequence.cpp

Deterministic input buffering and combo progression.

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

    bAttackQueued = true;
    return EMHAttackRequestResult::Queued;
}
01

C++ gameplay

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

02

Blueprint workflows

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

03

Combat & 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 combat and resource feedback.

06

Testing & debugging

Gameplay automation, build verification and fault isolation.

From software
to gameplay.

A technical path supported by experience in communication, operations and customer-facing work.

Junior Unreal Engine Developer

Madhorse Studio / Independent projects

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

Backend Developer

Giusti S.R.L. / Geneva

Development and maintenance with Python and C++, testing and debugging.

Ads Specialist / Marketing Strategist

Giusti S.R.L. / Geneva

Campaign strategy, paid media, KPI analysis and creative coordination.

Retail, hospitality & logistics

Customer service, sales, inventory and operational teamwork.

Education

BSc Computer Science

Sapienza University of Rome / 2025 / 102–110

Training

Unreal Engine

Specialized coursework / Packt / 2026

Languages

Italian / English / German

Native / C1 / A1

Let’s build
the next system.

Available for junior Unreal Engine opportunities focused on gameplay programming, C++ and Blueprints.