Ergin – C++, Unreal Engine 5, Unreal Engine 4
Ergin is a senior Unreal Engine C++ developer with 11 years of experience, specializing in gameplay programming and technical animation pipelines. He has led core systems and automation for large-scale multiplayer games, demonstrating strong architectural skills and hands-on expertise in C++, Unreal Engine 4/5, and Python. Screenings confirm his ability to bridge programming and tech art, communicate technical concepts clearly, and take ownership of complex systems. He has experience in both leadership and direct implementation roles within game development teams.
11 years of commercial experience in
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Let’s get started today!Experience Highlights
Technical Director - Gameplay Programmer
Game Development Studio - Led Core Systems Across Three Shipped Titles (Auto-Battler, Open-World Creature Collector, Large-Scale MMO)
- Led technical animation and gameplay across all titles while remaining hands-on in C++; promoted from Senior Gameplay Programmer to Technical Director within three years.
- Bridged pure C++ simulations (STL, engine-agnostic, AWS Lambda-deployable) with Unreal Engine visualization, VFX/SFX, networking (UDP replication), and UI/animation systems.
- Architected data-oriented animation pipelines (full-body IK, Control Rigs, head/foot IK) and automated artist workflows via Python—one-click deployment from modeling/rigging to integration (5-minute validation); delivered 200+ creatures with mobile optimization.
- Developed modular customization (server-driven JSON for skins/bolt-ons), multiplayer lobbies/sessions, AI localization (14 languages), and performance-critical systems; collaborated with 20+ engineers from top studios.
- Managed 7 Technical Artists and external teams for cinematic trailers; optimized high-concurrency MMO networking/replication; earned one promotion and two salary increases via management initiative.
Senior Gameplay Programmer
An MMO shooter with mortars and sliding mechanics.
- Worked on the multiplayer third-person shooter Mortarman, featuring advanced movement mechanics such as sliding and indirect fire combat.
- Owned all character animation systems, including locomotion with complex blend spaces and a realistic weapon aiming system that dynamically computes rifle muzzle direction in a simulation-style approach similar to ARMA.
- Implemented all animation subsystems in C++ for performance and flexibility. Also developed an immersive in-game 3D tablet interface that allows players to access maps and menus during gameplay.
- Developed complex animation switch systems depending on the movement mode and weapon at hand, like "sliding and shooting" or "paragliding and shooting", etc.
- Equipment addition was 5 min. task because of the work I did, since I handled all of the logic procedurally and in SOLID principles.
Senior Gameplay Programmer
An online survival game set in the post-apocalyptic future.
- Developed networking code to build a scalable networking solution for a large, open-world setup.
- Owned all systems regarding the character modularity, clothing, and body movement mechanics in animation systems. Solved complex problems regarding changing appearances and visual cosmetics on the fly without any issues with the ongoing game flow.
- Worked on character customization and modular character systems.
- Built automation tools in Python to streamline the character pipeline from Character Creator and Maya through to a fully modular, customizable, playable character in Unreal Engine 4.
- Contributed across the full asset pipeline beyond C++, bridging DCC tools and engine integration to improve iteration speed and reliability.
Senior Gameplay Programmer
An MMO creature survival game just like "Isle The Game"
- Worked as the sole C++ gameplay programmer on the multiplayer creature-survival game.
- Implemented core replication systems, animation code, and multiplayer server infrastructure hosted on Azure.
- Developed gameplay and animation support for complex quadruped and winged magical creatures.
- In addition to gameplay systems, built a UMG-based UI due to the small team size, contributing across the full stack.
- Gained deep hands-on experience in multiplayer architecture, replication, and end-to-end gameplay system ownership.