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Leo Panda

Gameplay Programmer
PROFESSIONAL SUMMARY

Gameplay Programmer with 5+ years of experience building responsive player mechanics, AI behaviors, and combat systems in Unreal Engine and Unity. Skilled in C++, C#, performance profiling, and cross-discipline collaboration, with shipped PC and console features that improved engagement, stability, and iteration speed.

PROFESSIONAL SKILLS
Gameplay Programming
C++C#Unreal EngineUnityGameplay Systems
Game Systems & Tools
BlueprintsAnimation State MachinesInput SystemsUI ImplementationDebugging Tools
Engineering Practices
Object-Oriented ProgrammingData-Oriented DesignPerformance OptimizationMultiplayer ReplicationAgile Scrum
PROFESSIONAL EXPERIENCE
Lone Star Interactive
Game StudioPC Console
Austin, TX
Gameplay Programmer
Unreal EngineC++
Jun 2021 - Present
  • Programmed core combat, traversal, and camera systems in Unreal Engine 5, supporting a 60 FPS third-person action title.
  • Partnered with design and animation teams to implement 18 player abilities, reducing iteration time by 35% through data-driven tuning.
  • Optimized gameplay tick costs, animation notifies, and physics traces, improving average combat encounter frame time by 22%.
  • Built debugging overlays and editor utilities that helped designers identify collision, input buffering, and AI perception issues within minutes.
PixelForge Games
Mobile GamesLive Operations
Raleigh, NC
Junior Gameplay Programmer
UnityC#
Jul 2019 - May 2021
  • Developed Unity gameplay features for a live action-adventure mobile game, contributing to three seasonal releases used by 250,000 monthly players.
  • Implemented enemy behaviors, mission triggers, and reward interactions in C#, increasing average mission completion rate by 14%.
  • Collaborated with QA to reproduce and resolve 120 gameplay defects, reducing crash-related gameplay tickets by 28%.
  • Created reusable prefabs and scripting templates that shortened prototype setup for designers from two days to four hours.
SELECTED PROJECTS
Modular Action RPG Ability System - Gameplay Programmer
Jan 2024 - Apr 2024
  • Built a modular ability framework in Unreal Engine using C++ and Blueprints, supporting 25 reusable skills across combat prototypes.
  • Reduced designer setup time by 40% through data-driven configuration, validation checks, and clear documentation for ability tuning workflows.
  • Implemented network-safe cooldowns, targeting rules, and prediction-friendly feedback to support responsive multiplayer gameplay during internal playtests.
AI Combat Encounter Prototype - Systems Programmer
Aug 2022 - Nov 2022
  • Developed a Unity-based AI combat prototype with behavior trees, perception states, and tactical positioning for three enemy archetypes.
  • Improved frame consistency by optimizing update loops and object pooling, raising average performance from 48 FPS to 60 FPS.
EDUCATION
University of Central Florida
Game DevelopmentComputer Science
Orlando, FL
Bachelor of Science in Game Development
Aug 2015 - May 2019

Focused on gameplay programming, real-time simulation, computer graphics, and software engineering for interactive entertainment.

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