A user-friendly and performant procedural animation toolkit for Unreal Engine's Control Rig.
Its self-configuring nodes make it easy to set up complex third-person and true-first-person rigs with minimal animations.
Duration
5 months (Nov 2025 — Mar 2026) to initial release
Features
Full-body procedural aim chain with leg adjustment and aim clamping
Weapon aiming with ADS, recoil, idle sway, and arm adjustment
First-person full-body avatar with head bob, landing dip, and world collision
Eye aiming & eye darts
Spray pattern editor with built-in weapon presets
Automatic quick setup across a wide range of skeletons
A full-body rig in under 100µs on a worker thread, faster than one FBIK node
An unannounced VR action-adventure game for Meta Quest 3 / PSVR / PC VR in Unreal Engine 5.
Duration
14 months (Nov 2024 — Jan 2026)
What I did
HTN-based enemy AI: combat behaviors for land and flying enemies
Character animation tech: Animation Blueprints, Motion Matching, Motion Warping, procedural hit reactions in Control Rig
Streamlined enemy encounter workflows for designers, programmers, animators, and audio to minimize bottleneck
What I used
Unreal Engine 5, C++, Blueprints, HTN, Motion Matching, Control Rig
Metro Awakening
Description
An award-winning AAA VR stealth-action shooter in the Metro 2033 universe.
Steam Awards 2024 – Winner – VR Game of the Year
The Game Awards 2024 – Nominee – Best VR / AR
Duration
3 years (Sep 2021 — Nov 2024)
What I did
Sole AI programmer from project start through shipping
Built the AI stack: perception, cover, combat coordination, enemy behaviors, and supporting AI infrastructure
Introduced Functional Testing to improve bug-fixing speed and reliability
Supported and mentored multidisciplinary team members building AI encounters
A plugin for HTN (Hierarchical Task Networks) Planning AI in Unreal Engine as
an alternative to the built-in Behavior Tree functionality.
The plugin later became the backbone of enemy AI in Metro Awakening.
Duration
6 months to initial release
Features
Node-based HTN graph editor
Seamlessly using blackboard data as worldstate
Ability to make custom nodes in both C++ and Blueprints
A VR Experience where players learn the principles of radar by shooting and catching waves.
Each caught wave paints a part of an alien cave with colored dots.
Duration
8 weeks
What I did
Core gameplay
High-performance multithreaded wave spawning and dot casting