RAFAEL ZAGOLIN
GAMEPLAY PROGRAMMER
Welcome to my portfolio website!I work with gameplay programming from AI, network, mechanics and always willing to learn more!

Gameplay Programmer
Kristala
Studio: Astral Clocktower Studios
Time frame: 9 months
Engine: Unreal Engine 5
Genre: Dark Fantasy Action RPG Souls-Like
Programming Language: C++, Blueprints
Platforms: PC, Playstation 5, Xbox Series S/X
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Implemented, refactored and optimized the core traversal systems
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Fixed and implemented animations
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Integrated ImGui plugin to create UI tools to improve iteration time for designers to make adjustments on the several traversal components at runtime
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Fixed lots of bugs non-traversal related such as UI, collision, animation and whatnot
Gameplay Programmer
Wardens Rising
Studio: Big Moxi Games
Time frame: 11 months
Engine: Unreal Engine
Genre: 3D PvE hero shooter action with tower defense gameplay elements.
Programming Languages: C++, C#, Unreal Blueprints.
Platforms: PC & Consoles (Playstation 5 & Xbox Series X/S)
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I had been promoted to the Lead Programmer role to ensure the project's final moments before release and coordinate the code team as well as doing major systems
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Active bug fixing both in C++ and visual scripting
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Contributions to the implementation of several systems such as skill system
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Network code using Unreal online (replication) system
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Actively testing gameplay mechanics to guarantee game feel quality
Note: On December 2024, the game version I was working got rebooted internally and I was moved to work on another project at Big Moxi Games, therefore I stopped leading the engineer team there.
Gameplay Programmer
Reaper Actual
Studio: Big Moxi Games
Time frame: 5 months
Engine: Unreal Engine
Genre: Triple-A Extraction Shooter FPS
Programming Language: C++
Platforms: PC
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Massive contribution to AI systems ensuring code is optimized and bug free
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Server-authoritative network code
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Contributions to the implementation of several systems such as skill system
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Implementation of data-driven systems for AI animation trees
Gameplay Programmer
Grounds Zero
Studio: Exodus Developer
Time frame: 2 years
Engine: Unreal Engine
Genre: Tactical online multiplayer first-person shooter
Programming Languages: C++, C#, Blueprints.
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Built the ground base for gunplay: worked on recoil system with easy-to-use (graph editor) integration to edit recoil patterns; different types of magazine; weapon attachments systems;
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Enhanced Body part damage detection (different damage based on hit body part);
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Contributions to network systems with active validation
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Items pickup system;
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Implementation of animation (Animation trees, tool to import assets, assisted with pipeline creation)
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Implemented enemies’ artificial intelligence for matches, usage of Environment Query System and Behavior trees
Junior Gameplay Programmer
Wardens Lost Legacy
Studio: Elemental Game Studio
Time frame: 4 months
Engine: Unreal Engine
Genre: Adventure open world single-player experience
Programming Languages: C++, Blueprints.
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Quality assurance on gameplay by playing quests
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Quest scripting using C++ and unreal visual scripting
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Actively applied to feedback from supervisor
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Implementation of user interface for unique gameplay quests
Internship as Gameplay Programmer
Unreleased project
Studio: Umbu Games
Time frame: 3 months
Engine: Unreal Engine
Genre: Local multiplayer third-person shooter
Programming Languages: Blueprints
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Core systems such as gunplay, crafting, custom camera
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User interface such as gameplay HUD and menus
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Animation trees, blend spaces
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Player-controlled team artificial intelligence
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Intuitive blueprint tools that allowed designers to easily work with





