


ANTON VASSERMAN
Gameplay Engineer
and Ex-Software Engineer, with
passion for Gaming and Game Development
const TArray<FGame> GamesCurrentlyPlaying = { FGame( "Ori and the Blind Forest", EPlatforms::PC), FGame( "Celeste", EPlatforms::PS)


ANTON VASSERMAN
Gameplay Engineer
and Ex-Software Engineer, with
passion for Gaming and Game Development
const TArray<FGame> GamesCurrentlyPlaying = { FGame( "Ori and the Blind Forest", EPlatforms::PC), FGame( "Celeste", EPlatforms::PS)


ANTON VASSERMAN
Gameplay Engineer
and Ex-Software Engineer, with
passion for Gaming and Game Development
const TArray<FGame> GamesCurrentlyPlaying = { FGame( "Ori and the Blind Forest", EPlatforms::PC), FGame( "Celeste", EPlatforms::PS)


ANTON VASSERMAN
Gameplay Engineer
and Ex-Software Engineer, with
passion for Gaming and Game Development
const TArray<FGame> GamesCurrentlyPlaying = { FGame( "Ori and the Blind Forest", EPlatforms::PC), FGame( "Celeste", EPlatforms::PS)

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

Character Fall UE Plugin
UE Plugin Project containing the Character Fall System with the Character Fall Component, allowing to set and execute different Tasks mid-air or on landing based on the fall height.

Level Prototyping UE Plugin
UE Plugin Project serving as a common content/library for Level Prototyping to be used and shared between different UE Projects.

Shared Utilities UE Plugin
UE Plugin serving as a common library for Utility Functions to be used and shared between different UE Projects.

Coding Standards Project
A personal Coding Standards Project, forked from Michael Allar's ue5-style-guide, updated with my own coding standards and the reasoning behind them.

Character Fall UE Plugin
UE Plugin Project containing the Character Fall System with the Character Fall Component, allowing to set and execute different Tasks mid-air or on landing based on the fall height
.

Level Prototyping UE Plugin
UE Plugin Project serving as a common content/library for Level Prototyping to be used and shared between different UE Projects.

Shared Utilities UE Plugin
UE Plugin serving as a common library for Utility Functions to be used and shared between different UE Projects.

Coding Standards Project
A personal Coding Standards Project, forked from Michael Allar's ue5-style-guide, updated with my own coding standards and the reasoning behind them.

Character Fall UE Plugin
UE Plugin Project containing the Character Fall System with the Character Fall Component, allowing to set and execute different Tasks mid-air or on landing based on the fall height
.

Level Prototyping UE Plugin
UE Plugin Project serving as a common content/library for Level Prototyping to be used and shared between different UE Projects.

Shared Utilities UE Plugin
UE Plugin serving as a common library for Utility Functions to be used and shared between different UE Projects.

Coding Standards Project
A personal Coding Standards Project, forked from Michael Allar's ue5-style-guide, updated with my own coding standards and the reasoning behind them.

Character Fall UE Plugin
UE Plugin Project containing the Character Fall System with the Character Fall Component, allowing to set and execute different Tasks mid-air or on landing based on the fall height.

Level Prototyping UE Plugin
UE Plugin Project serving as a common content/library for Level Prototyping to be used and shared between different UE Projects.

Shared Utilities UE Plugin
UE Plugin serving as a common library for Utility Functions to be used and shared between different UE Projects.

Coding Standards Project
A personal Coding Standards Project, forked from Michael Allar's ue5-style-guide, updated with my own coding standards and the reasoning behind them.

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)
Community Tutorial

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

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