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Hey, I'm Oskaras

Gameplay & AI
Programmer.

About Me

I am a recent Computer Games Development graduate from Staffordshire University, where I earned 2nd place in the Tools/Systems category at GradEX 2025, specializing in Unreal Engine 5 with expertise in C++ and Blueprint. My focus is on crafting innovative game mechanics, AI systems, and engine tools. I have a strong background in VFX creation using Unreal Engine’s Niagara system and am skilled in implementing dynamic gameplay systems such as damage mechanics, interaction, spawning, and object pooling.

Driven by a deep passion for how AI can create immersive and unpredictable gameplay experiences, I am constantly exploring new technologies to push the boundaries of game development. My passion is to evolve the industry through groundbreaking advancements in AI and mechanics, always striving to blend creativity with cutting-edge technology.

Work & Education

January 2024 - Present

AM PM Base Limited

Business Owner

Managed a food stall, developing skills in operations, team leadership, and customer engagement. I analyzed customer preferences to optimize offerings, enhancing my understanding of user experience design. This perspective informs my approach to creating intuitive and player-focused gameplay mechanics, ensuring games resonate with their audience.

November 2021 - Present

Caffè Nero and Gourmet

Store Manager

Excelled in a high-pressure environment, honing multitasking and communication skills. I adapted to diverse customer needs, which sharpened my ability to interpret player feedback and iterate on gameplay features. This role taught me to maintain composure under pressure, a critical skill for meeting tight deadlines in game development.

November 2021 - September 2022

GLL - Sutton Tennis Academy

Tennis Coach

As an LTA-qualified coach, I designed tailored training programs for diverse skill levels, enhancing my ability to break down complex concepts—a skill I apply when designing AI behaviors and gameplay mechanics. Collaborative coaching also strengthened my teamwork skills, essential for game development studios.

September 2022 - June 2025

Staffordshire University

Computer Games Development BSc (Hons)

Specializing in games development, I’ve gained diverse skills in C++, C#, Unreal Engine 5, and OpenGL through modules like AI, procedural content generation, mobile development, VFX, and collaborative projects. I developed a Chess AI with Minimax, a Squad AI with pathfinding and Boids, and a resource management game, preparing me for professional studios.

2017 September - June 2022

Carshalton Boys Sports College

GCSE / A-Level

Studied Computer Science, Product Design, and IT, where I was introduced to programming, CAD, and graphic design using tools like Blender and OnShape. A-Level Physics enhanced my analytical and mathematical skills, which I apply to physics-based gameplay and AI pathfinding. An architectural project during A-Levels sparked my interest in procedural generation and level design.

Skills

I craft AI-driven games that blend stunning visuals with seamless gameplay.

Gameplay Programming

Expert in C++ and C# for game development in Unreal Engine 5, specializing in creating seamless gameplay mechanics, AI systems, and dynamic player interactions.

AI Programming

Advanced skills in designing and implementing AI systems for enemies and bosses, enhancing gameplay with challenging and adaptive encounters in Unreal Engine 5.

Vision Implementation

Exceptional ability to interpret and execute designer requests, translating creative visions into functional gameplay and AI systems with precision and efficiency in Unreal Engine 5.

Problem Solving

Proven ability to troubleshoot and optimize game systems, ensuring smooth performance, bug-free gameplay, and high-quality player experiences.

VFX and Audio

Experienced in integrating visual effects using Unreal Engine’s Niagara system and immersive audio to elevate the overall player experience.

Team Collaboration

Strong communicator with a track record of thriving in collaborative environments, incorporating feedback, and aligning with project goals to deliver exceptional results.

Selected Works

Dive into my latest creations, where gameplay programming and AI converge to craft immersive, spine-chilling experiences—ready for you to uncover.

Miasma Ashlung

Tech Lead / Gameplay & AI Programming

As technical lead for Miasma Ashlung, a 9-week extraction horror game, I spearheaded technical development by setting up the GitHub repository, porting the prototype to C++, and leading the pivot from procedural generation to manual level design for stability. I developed core systems like Miasma mechanics, enemy AI using Unreal Engine’s Perception System, and physics-based potion throwing. I enhanced immersion with an overhauled Miasma material, customizable VFX, and audio cues with AI-reactive 'Make Noise' functionality. Through debugging, optimization, and asset integration, I ensured a polished final product. Explore the game on itch.io, see it in action in the trailer, and check out my contributions in the VFX showreel and Miasma material video.

Forgive Me Not

Tech Lead / Gameplay & AI Programming

As Technical Lead for Forgive Me Not, I have driven the development of core systems to create an immersive and engaging gameplay experience. I engineered advanced AI systems to deliver realistic enemy behaviors, enhancing challenge and unpredictability. To deepen player immersion, I developed procedural camera animations that dynamically adapt to gameplay contexts, alongside responsive player movement mechanics for fluid navigation. I implemented a robust damage system to track health and influence gameplay outcomes, paired with visually striking VFX to enrich the game’s atmosphere. Character animations were designed for seamless transitions, ensuring natural movement flows. I also created an enemy spawning system tailored for level designers, enabling flexible and strategic enemy placement. To enhance exploration, I developed systems for interactive elements like weapons and doors, fostering deeper player engagement. Finally, I established compelling game objectives to guide player interaction, balancing challenge and progression. Check out the demonstration video and mechanic video to see the project in action. This work underscores my ability to lead technical development, integrating AI, gameplay mechanics, and visual fidelity into a cohesive experience.

Miasma System

PCG & AI Tool/System

The Miasma System, built in 4 weeks with C++ and Unreal Engine Blueprints, is an advanced particle tool for horror games, delivering dynamic, immersive environments. Recognized with 2nd place in the Tools/Systems category at GradEX 2025, it leverages AI-driven pathfinding and Environmental Query Systems for adaptive surface spreading, with features like surface traversal, dynamic type-switching, and optimized logic for scalability. Grotesque visuals, including pulsating veins and chromatic aberration, ensure immersion, with intuitive data tables for easy customization. Designed for scalability, it’s ideal for horror titles seeking organic, unpredictable threats. Discover its eerie potential with captivating Miasma types crafted for Miasma Ashlung: Demonstration Video.

Road Builder & Traffic System

PCG & AI Tool/System

Developed in Unreal Engine 5 using C++ and Blueprints, this road generation tool creates dynamic urban environments with procedural roads, intersections, and AI-driven traffic. I built a custom PosableMeshAsset class for performant boned mesh roads, implemented spline-based and physics-based car systems with A* pathfinding, and integrated procedural audio and VFX for immersive feedback. Features include customizable obstacles, nuanced driver profiles, and optimized performance via timers and reduced traces. Collaborating with a 3D modeler, I refined UV textures and enhanced intersection logic for realistic traffic flow. Explore the tool’s capabilities, from modular road networks to dynamic traffic behaviors, in this demonstration video.

Dynamic Commander Boss

Gameplay Programming & AI

Developed in three weeks using Unreal Engine 5, this dissertation project delivers an immersive boss battle system featuring adaptive AI and swarm intelligence. I designed a boss with a hierarchical state machine (HSM) and utility-based decision-making, managing three escalating stages with unique attacks—slam, throw, stomp, and meteor—each with dynamic cooldowns and animation montages. The boss spawns diverse enemy units (fast melee, slow melee, basic/advanced archers, healers, shields) using Environment Query Systems (EQS) to select optimal spawn locations based on pathfinding, proximity to the player, and tactical scoring. Swarm enemies employ a boids algorithm for realistic flocking, with configurable separation, alignment, and cohesion weights, enabling coordinated support for the boss while avoiding environmental collisions. I implemented a third-person player system with stance-based attacks (RMB + LMB), charged dashes, timed blocks, heals, and jumps, enhanced with VFX (e.g., magic aura) and sound effects with attenuation. The AI Perception System drives enemy detection via sight, sound, and damage, while a Blackboard shares critical data like player location. Optimization techniques, including culling off-screen agents, spatial partitioning, and multi-threading, ensure smooth performance. A custom UI displays boss and player health bars, animated ability cooldowns, a crosshair, and end screens for victory or defeat. Real-time player behavior analysis (health, distance, DPS) enables dynamic difficulty adjustment, creating a responsive challenge. Explore the system’s depth, from tactical AI to engaging player mechanics, in this demonstration video.

Well of Ooze

Gameplay Programming & PCG

Developed in a high-pressure 32-hour sprint for the Ukie Game Jam 2025 by "The Weakest Game Group of All Time," Well of Ooze embodies the theme of "contrast." As the lead gameplay programmer, I drove the creation of core mechanics, procedural content generation (PCG), and game systems, while also bridging technical and artistic elements. The game follows a plucky slime escaping the shadowy depths of a procedurally generated well toward blinding light. I implemented responsive controls (right-click to aim, left-click to jump, WASD for mid-air nudges), a seed-based PCG algorithm for dynamic well layouts, and a data persistence system to save high scores and carry over level progression, enhancing replayability. I integrated audio, leveraging ElevenLabs’ generative AI for immersive sound effects, and crafted a rippling water material to elevate the game’s visual atmosphere. As the key liaison between tech and art, I ensured seamless integration of 3D models, UI, and VFX, delivering a polished experience. Key features include dual modes (Timed Normal and Endless), infinite replayability, and a cinematic finale. Explore the game on itch.io and see it in action in this demonstration video.

Advanced AI

AI Systems Programming

Over a 9-week Advanced AI module, I developed three distinct AI systems—Chess AI, Squad AI, and Long Term Planning AI—demonstrating proficiency in C++ programming, AI algorithms, and real-time game systems. Each project tackles unique challenges, showcasing intelligent, adaptive behaviors tailored to specific gameplay contexts.

I built a high-performance Chess AI using bitboards for efficient board state management and move generation. The AI leverages the Minimax algorithm with Alpha-Beta pruning to make strategic decisions, supported by a robust evaluation function that assesses material, piece positioning, king safety, pawn structure, and mobility. Optimizations like move ordering with Most Valuable Victim-Least Valuable Attacker heuristics and center control prioritization ensure a competitive and responsive opponent, ideal for challenging gameplay.

The Squad AI coordinates zombie agents in a dynamic game environment, employing a utility-based decision-making framework to prioritize actions such as pursuing the player, searching areas, assisting allies, or patrolling. A message-passing system enables agents to share critical information, like player sightings or distress calls, fostering emergent cooperative behaviors. Integrated with spatial awareness and pathfinding, the AI delivers immersive, intelligent enemy interactions, enhancing the game’s tension and strategy.

The Long Term Planning AI powers a resource management game where players assign workers to collect resources and perform tasks like constructing buildings. I designed an AI system that enables workers to autonomously organize and execute tasks efficiently using long-term planning strategies. The system optimizes task allocation based on resource availability and worker proximity, ensuring strategic efficiency. I implemented collision detection for precise environmental interactions, a countdown system for task timing, a robust input and rendering framework for seamless gameplay, and text metrics for dynamic UI displays, creating a cohesive and engaging player experience.

These projects highlight my ability to craft sophisticated AI systems that enhance gameplay through strategic decision-making, cooperative behaviors, and efficient task management. From competitive chess to dynamic squad coordination and resource-driven planning, this work underscores my expertise in AI development and real-time systems.

The Carver’s Lament

Gameplay Design & Programming

Over 4 weeks, I contributed to The Carver’s Lament, a 3D puzzle meditative platformer for mobile that blends unique mechanics with emotional storytelling. Players embody a world-class magical sculptor, chiseling mountains into monuments of famous figures like heroes and royals while uncovering the sculptor’s bittersweet journey. I designed and implemented innovative movement mechanics, allowing players to climb any mountain surface in 3D space by connecting visible points, and a sculpting system using tap, trace, and hold inputs to shape statues, reveal paths, and discover narrative items. These mechanics, paired with a 360-degree camera system, create an intuitive and immersive mobile experience. I also aim to develop systems for narrative integration, enabling players to collect items like books and pendants that reveal story fragments and grant permanent upgrades, such as increased sculpt range and travel speed. Environmental challenges like wind erosion and rumbles add depth, requiring players to adapt while learning patterns to improve. With a low-poly art style and soft piano score, the game will have 3-4 compact levels were rigorously tested on mobile to ensure smooth performance, focusing on physics-based movement and responsive UI. Watch the gameplay video to see the mechanics in action. The Carver’s Lament stands out for its emotional resonance and novel mechanics, offering a Journey-like experience with a crafting twist, tailored for mobile play.

“Any fool can write code that a computer can understand. Good programmers write code that humans can understand.”

Portrait of Martin Fowler, software engineer Martin Fowler Chief Scientist, ThoughtWorks

“The most important thing about making games is to have fun, and if you’re having fun, the players will too.”

Portrait of Sid Meier, game designer Sid Meier Founder, Firaxis Games

“You might not think that programmers are artists, but programming is an extremely creative profession. It’s logic-based creativity.”

Portrait of John Romero, game developer John Romero Co-Founder, Romero Games

Get In Touch

Let’s collaborate to craft innovative games with cutting-edge AI and gameplay. Together, we’ll turn bold ideas into extraordinary realities—reach out to start!

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