At Kill: Code - Irradiate Games, I architect modular UMG systems for menus, HUDs, a radial weapon wheel, and a narrative dossier inspired by Doom Eternal's codex. I also built reactive gameplay UI and a Blueprint tool that brings dossier unlock logic into one editor-configurable solution with save and load functionality.
Across projects including Jolly Drop - Sparroteers, Immersive Parkinson’s Experience - VHA, and Caesura - OverGrown Studios, I designed and implemented UI for games in Lua, Unity, and Unreal Engine. On the VHA experience, I resolved VR rendering issues that had caused performance below 10 FPS, bringing it to a stable 60 FPS.

