Dimitris Foutzitzakis

Junior Gameplay Programmer — Gameplay Systems (Unreal C++/Blueprints, Unity)

Building gameplay systems in Unreal Engine (C++/Blueprints) and Unity (C#) — ability systems, interaction frameworks, interface-based damage, and event-driven HUDs. Bringing 6+ years engineering/RPA consulting experience: fast iteration, debugging discipline, and clear technical breakdowns.

Unreal Engine (C++/Blueprints) Unity (C#) Ability systems / UObject architecture Gameplay systems (Interaction, Inventory, UI flow) Turn-based combat systems Git (branches, releases) Documentation (tech breakdowns)

Systems snapshot

Projects

Three focused projects with playable builds and implementation notes. I optimize for small scope, clear systems, and readable documentation.

Ability System Prototype (Unreal) Playable

Systems Highlight

Ability slots, projectile abilities, interface-based damage, and an event-driven HUD — built in Unreal Engine C++(not GAS).

Systems implemented
  • Ability slot system with per-slot independent cooldowns, Blueprint-tunable
  • Projectile abilities with interface-based damage decoupling
  • Event-driven HUD with dynamic slot creation

First-Person Puzzle Systems Showcase (Unreal) Playable

Systems Highlight

Interaction framework, inspect mode, pickup/inventory, and a short puzzle flow built as a gameplay systems showcase.

Systems implemented
  • Modular interaction framework (interfaces + shared base item)
  • Inspect mode with SceneCapture preview + dedicated controls
  • Inventory component + struct-driven dynamic UI grid

Turn-Based Deckbuilder Prototype (Unity) Playable

Systems Highlight

Turn-based combat loop with card UX, enemy intents, reward selection, and basic progression flow.

Systems implemented
  • Turn-based combat loop with clear state/resolution order
  • Enemy intent/telegraph system + readable behavior structure
  • Status effects + reward flow (fight → reward → boss)

Contact

Thessaloniki, Greece • EET/EEST (UTC+2 / UTC+3) • Open to remote / relocation