UE ENGINEER

LEV POLIAKOV// C++ MULTITHREADING// VULKAN// 5 SHIPPED TITLES// AVAILABLE NOW LEV POLIAKOV// C++ MULTITHREADING// VULKAN// 5 SHIPPED TITLES// AVAILABLE NOW
SYS_INFO.EXE

LEV POLIAKOV

UNREAL ENGINE C++ DEVELOPER

I build the systems that ship games. From multithreaded conveyor networks processing 50K resources to custom Vulkan pipelines doubling frame rates — I solve the hard engineering problems that make or break production titles.

>>> STATUS: AVAILABLE

>>> SHIPPED: 5 TITLES

>>> LEAD EXP: 4+ YEARS

TECH_STACK.DLL
> UE4 // UE5
> C++14 // C++20
> HLSL SHADERS
> VULKAN GRAPHICS
> MULTITHREADING
> GAMEPLAY ABILITY SYS
> NETWORK REPLICATION
> MEMORY PROFILING
> QT6 UI SYSTEMS
> SAVE/LOAD ARCHITECTURE
PROJ_01.MPG: THE CRUST

THE CRUST

VEOM STUDIO // LEAD CONVEYOR ENGINEER // JAN '20 – MAR '24

4 years as lead engineer on a Factorio-scale lunar base builder. I engineered a multithreaded conveyor system processing 50,000+ resources in under 2ms, enabling massive factory builds without lag.

  • Performance: 4 FPS → 60 FPS — a 15× improvement via multithreading + custom HLSL shaders
  • Custom save system cutting load times by 90%
  • Custom Vulkan pipeline — 2× frame rate over default renderer
  • Animation system 10× faster than UE4 default
  • Dynamic market system + 2.5M resource nodes concurrently managed
VIEW ON STEAM →
PROJ_02.MPG: ZOOCHOSIS

ZOOCHOSIS

CLAPPERHEADS // CONTRACT // JAN '25 – FEB '25

Short-term contract to solve pain points in a bodycam horror simulation with strong community buzz.

> INVENTORY OVERHAUL: Fixed accessibility, broadened game appeal
> AI REWORK: Replaced repetitive behaviors with unpredictable encounters
> BUG FIXES: Squashed critical bugs driving negative reviews
VIEW ON STEAM →
PROJ_03.SYS: DECARTEL
Malice

MALICE

GAME PROGRAMMER // DECARTEL // JUL '23 – APR '24

Cyberpunk action RPG. Reworked the combat and camera systems for tighter gun-fu feel inspired by Max Payne — directly improved player engagement metrics.

Metaverse

METAVERSE

GAME PROGRAMMER // DECARTEL

MMO RPG. Built multiplayer on UE5 GAS for hundreds of concurrent players. Optimized networking to cut bandwidth by 40%, resolving desync issues breaking the player economy.

PROJ_04.SYS: 2040WORLD
2040World

2040WORLD

SOFTWARE ENGINEER // OCT '24 – FEB '25

Stabilized a struggling codebase — cut bug count by 70%. Overhauled the UI library (QT6). Re-architected backend/launcher/game integration, eliminating cross-module failures.

PROJ_05.SYS: CLASSIFIED
// NDA PROTECTED //

SPORTS SIM

SOFTWARE ENGINEER // 4PEOPLE // MAR '25 – PRES

Building core systems for a real-time sports title. Camera System with broadcast-quality tracking, Rally Replay with slow-motion and filtering, Reaction Systems, Commentator System. 80+ tasks across 25+ sprints.