ENGINEERING PORTFOLIO

Christopher Wilt — Gameplay & Systems Engineer · C++ / Unreal Engine 5 / Full-Stack

Open to full-time roles — relocation & remote welcome

See It Running

Builds you can play and footage you can watch, without reading a line of code first.

Gameplay & Engine Programming

C++ and Unreal Engine 5 gameplay systems, a from-scratch Vulkan renderer, and game AI built from first principles.

In Progress FPS Framework

Multiplayer FPS Framework

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Playable Build Delivery Detonation

Delivery Detonation (UE5)

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Vulkan ECS Loader

Graphics & Engine Systems

VIEW ENGINE
                    public float AlphaBeta(Node n, int depth, float a, float b, bool isMax) {
                    if (depth == 0 || n.IsTerminal()) {
                    return CalcAdaptiveHeuristic(n);
                    }

                    if (isMax) {
                    float maxEval = float.NegativeInfinity;
                    foreach (Node child in n.GetValidMoves()) {
                    float eval = AlphaBeta(child, depth - 1, a, b, false);
                    maxEval = Mathf.Max(maxEval, eval);
                    a = Mathf.Max(a, eval);
            
                    // Mathematical Branch Cutoff
                    if (b <= a) break; // Prune
                    }
                    return maxEval;
                    }
                    }

AI Core Systems

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Archmage

Archmage (Unity RPG)

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Space Race

Space Race (Arcade)

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Unity FPS Prototype

Unity FPS Prototype

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Flagship Platform

A live production SaaS product designed, built, secured and shipped solo.

Systems & Backend

Concurrency, data modelling, network programming and cloud infrastructure.

                    // Thread Loop
                    while (!exitFlag) {
                    if (mtx.try_lock()) {
                    freeMask |= (1 << i);
                    cv.notify_all();
                    }
                    }

Concurrency & OS Internals

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Log Analysis Tool

Backend Systems

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TCP Server

Async TCP Server (C++)

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Terraform Lab

IaC (Terraform)

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