PROFESSIONAL PROJECTS

PROFESSIONAL PROJECTS

PROFESSIONAL PROJECTS

PROFESSIONAL PROJECTS

PROFESSIONAL PROJECTS

An upcoming RTS (Real-Time Strategy) by TriArts Games, inspired by the Command & Conquer series and developed in Unreal Engine 5.

As a Gameplay Engineer in a small team, I contributed across multiple areas.
Implemented new unit commands, improved and fixed existing unit controls, and refactored UI into C++ to improve maintainability and performance.
Additionally, I've researched RTS titles to ensure gameplay is aligned with genre's standards.

Collaboration concluded following contract discussions.

An upcoming RTS (Real-Time Strategy) by TriArts Games, inspired by the Command & Conquer series and developed in Unreal Engine 5.

As a Gameplay Engineer in a small team, I contributed across multiple areas.
Implemented new unit commands, improved and fixed existing unit controls, and refactored UI into C++ to improve maintainability and performance.
Additionally, I've researched RTS titles to ensure gameplay is aligned with genre's standards.

Collaboration concluded following contract discussions.

An upcoming RTS (Real-Time Strategy) by TriArts Games, inspired by the Command & Conquer series and developed in Unreal Engine 5.

As a Gameplay Engineer in a small team, I contributed across multiple areas.
Implemented new unit commands, improved and fixed existing unit controls, and refactored UI into C++ to improve maintainability and performance.
Additionally, I've researched RTS titles to ensure gameplay is aligned with genre's standards.

Collaboration concluded following contract discussions.

PERSONAL PROJECTS

PERSONAL PROJECTS

PERSONAL PROJECTS

PERSONAL PROJECTS

PERSONAL PROJECTS

CURSED LANDS - PART 2

The next part in my small WIP Open-World RPG portfolio piece in
Unreal Engine 5.

Part 2 includes a playable piece with a full Game-Loop, and while it isn't a part of the whole project, many of the features and systems will be used in the upcoming Part 3.

Part 2 introduces new systems that I've explored and had to pleasure of working with, such as Motion Matching for Animations, fully designed UI using UMG ViewModel, CommonUI, and multiple Lyra plugins, a small AI system using StateTrees (as well as StateTrees for the Gameplay Camera System) and GAS (Gameplay Ability System) for all player/enemy abilities and actions.

CURSED LANDS - PART 2

The next part in my small WIP Open-World RPG portfolio piece in
Unreal Engine 5.

Part 2 includes a playable piece with a full Game-Loop, and while it isn't a part of the whole project, many of the features and systems will be used in the upcoming Part 3.

Part 2 introduces new systems that I've explored and had to pleasure of working with, such as Motion Matching for Animations, fully designed UI using UMG ViewModel, CommonUI, and multiple Lyra plugins, a small AI system using StateTrees (as well as StateTrees for the Gameplay Camera System) and GAS (Gameplay Ability System) for all player/enemy abilities and actions.

CURSED LANDS - PART 2

The next part in my small WIP Open-World RPG portfolio piece in
Unreal Engine 5.

Part 2 includes a playable piece with a full Game-Loop, and while it isn't a part of the whole project, many of the features and systems will be used in the upcoming Part 3.

Part 2 introduces new systems that I've explored and had to pleasure of working with, such as Motion Matching for Animations, fully designed UI using UMG ViewModel, CommonUI, and multiple Lyra plugins, a small AI system using StateTrees (as well as StateTrees for the Gameplay Camera System) and GAS (Gameplay Ability System) for all player/enemy abilities and actions.

CURSED LANDS - PART 1

A small WIP Open-World RPG portfolio piece in Unreal Engine 5 showcasing my Gameplay Engineering skills using latest frameworks (GAS, Gameplay Camera System, Animation and Motion Warping, etc).

Part 1 introduces the core Locomotion and Parkour including movement and traversal mechanics and animations, serving as the groundwork for the upcoming parts of the project.

During this part I've been actively exploring and learning the 3Cs area to create a fun and smooth Gameplay Experience.

CURSED LANDS - PART 1

A small WIP Open-World RPG portfolio piece in Unreal Engine 5 showcasing my Gameplay Engineering skills using latest frameworks (GAS, Gameplay Camera System, Animation and Motion Warping, etc).

Part 1 introduces the core Locomotion and Parkour including movement and traversal mechanics and animations, serving as the groundwork for the upcoming parts of the project.

During this part I've been actively exploring and learning the 3Cs area to create a fun and smooth Gameplay Experience.

CURSED LANDS - PART 1

A small WIP Open-World RPG portfolio piece in Unreal Engine 5 showcasing my Gameplay Engineering skills using latest frameworks (GAS, Gameplay Camera System, Animation and Motion Warping, etc).

Part 1 introduces the core Locomotion and Parkour including movement and traversal mechanics and animations, serving as the groundwork for the upcoming parts of the project.

During this part I've been actively exploring and learning the 3Cs area to create a fun and smooth Gameplay Experience.

SMALLER PROJECTS

Plugins & Utilities

SMALLER PROJECTS

Plugins & Utilities

SMALLER PROJECTS
Plugins & Utilities

SMALLER PROJECTS

Plugins & Utilities

SMALLER PROJECTS

Plugins & Utilities

UNREAL ENGINE CONTRIBUTIONS

UNREAL ENGINE CONTRIBUTIONS

UNREAL ENGINE CONTRIBUTIONS

UNREAL ENGINE CONTRIBUTIONS

How to: Set up Gameplay Camera System (Experimental) with State Trees

How to: Set up Gameplay Camera System (Experimental) with State Trees

How to: Set up Gameplay Camera System (Experimental) with State Trees

How to: Set up Gameplay Camera System (Experimental) with State Trees

Community Tutorial

How to: Set up Dynamic (Real-time) Animation Retargeting

How to: Set up Dynamic (Real-time) Animation Retargeting

How to: Set up Dynamic (Real-time) Animation Retargeting

How to: Set up Dynamic (Real-time) Animation Retargeting

Community Tutorial

Moved 'bEnabled' to InstanceData in StateTreeDebugTextTask

Moved 'bEnabled' to InstanceData in StateTreeDebugTextTask

Moved 'bEnabled' to InstanceData in StateTreeDebugTextTask

Moved 'bEnabled' to InstanceData in StateTreeDebugTextTask

Source Code Contribution

How to: Adding a Custom Icon to your Actor Component

How to: Adding a Custom Icon to your Actor Component

How to: Adding a Custom Icon to your Actor Component

How to: Adding a Custom Icon to your Actor Component

Community Tutorial

Making/Usage of: Character Fall System and Character Fall Component (CFC)

Making/Usage of: Character Fall System and Character Fall Component (CFC)

Making/Usage of: Character Fall System and Character Fall Component (CFC)

Making/Usage of: Character Fall System and Character Fall Component (CFC)

ABOUT ME

ABOUT ME

ABOUT ME

ABOUT ME

ABOUT ME

ANTON VASSERMAN
ANTON VASSERMAN

Gameplay Engineer at TriArts Games, working on an upcoming RTS game developed in Unreal Engine 5.

Ex-Software Engineer from Microsoft, with B.Sc. in Computer Science from HIT and a certified Game Programmer from CG Spectrum.

Gaming and Game Development have been my passion since I've known myself, leading me to transition and pursue my career in the Gaming Industry as a Gameplay Engineer.

Especially fascinated by Story Driven Open-World RPG games, such as The Witcher 3, Cyberpunk 2077, Horizon Forbidden West, Ghost of Tsushima and many more.

Gameplay Engineer at TriArts Games, working on an upcoming RTS game developed in Unreal Engine 5.

Ex-Software Engineer from Microsoft, with B.Sc. in Computer Science from HIT and a certified Game Programmer from CG Spectrum.

Gaming and Game Development have been my passion since I've known myself, leading me to transition and pursue my career in the Gaming Industry as a Gameplay Engineer.

Especially fascinated by Story Driven Open-World RPG games, such as The Witcher 3, Cyberpunk 2077, Horizon Forbidden West, Ghost of Tsushima and many more.

Technical Skills

Technical Skills

C++

Unreal Engine 5

Blueprints

.NET (C#)

Unity

Microsoft Azure

Typescript

React

GitHub

Azure DevOps

Perforce

Jira

Soft Skills

Soft Skills

Good Communication and Collaboration Skills

Good Communication and
Collaboration Skills

Team Player

Openess to Feedback

Dedication to Quality

Problem Solving

Continuous Learning

Attention to Detail

Time Management

Passion for Games

Filled with Determination

Experience

Experience

Gameplay Engineer

Unreal Engine, C++, Blueprints

TriArts

Defcon Zero

Defender Vulnerability Management

2025 - Present

Fullstack Software Engineer

C#, .NET, Azure, TypeScript

Microsoft

Defender Vulnerability
Management

Defender Vulnerability Management

2023 - 2025

Backend Software Engineer

C#, .NET, Azure

Microsoft

Microsoft

Azure Alerts

2019 - 2023

Teaching Assistant

C, Data Structures

Holon Institute
of Technology

2018 - 2019

Education

Education

Game Programming Diploma

Unreal Engine, C++, Blueprints

CG Spectrum

2024 - 2025

B.Sc. Computer Science

Holon Institute
of Technology

2016 - 2019

© Anton Vasserman 2025. All rights reserved.

© Anton Vasserman 2025.
All rights reserved.

UNREAL ENGINE CONTRIBUTIONS
UNREAL ENGINE CONTRIBUTIONS

How to: Set up Gameplay Camera System (Experimental) with State Trees

Community Tutorial

How to: Set up Dynamic (Real-time) Animation Retargeting

Community Tutorial

Moved 'bEnabled' to InstanceData in StateTreeDebugTextTask

Source Code Contribution

How to: Adding a Custom Icon to your Actor Component

Community Tutorial

Making/Usage of: Character Fall System and Character Fall Component (CFC)

Community Tutorial