Filip Neumann
Open to work CV

Gameplay programmer · Unreal Engine 5 / C++

FilipNeumann

I build the systems players feel but never see: movement, AI, abilities and the UI plumbing that holds a game together. I shipped Sumerian Six at Artificer and hold an MSc in Game Programming from Falmouth University.

Based in
Wrocław, PL
UK
Right to work
Degree
MSc, Falmouth
Speaks
PL · EN · ES
Sumerian Six key art: the squad standing in front of a looming villain Shipped title Steam ↗ Sumerian Six AA stealth tactics · Artificer · UE5 / C++ · 2023–24 Built: Chatter, Patrol & Challenge systems · MVVM UI · QA bug fixing
  • Unreal Engine 5
  • C++
  • Blueprints
  • Gameplay Ability System
  • UMG ViewModel
  • Character Movement
  • Wwise
  • Utility AI
  • Unity
  • C#
  • OpenGL
  • Vulkan
  • SDL2
  • Perforce
  • Git
  • Jira
01

Selected work

Open any card for the full breakdown

Surf map built for testing the movement system: floating stone platforms and ramps over a sky box Personal · Ongoing

UE5 · C++2022 →

Source-engine surfing and bunny hopping rebuilt in Unreal by extending CharacterMovementComponent, using Quake III-style air acceleration and Source tuning values.

  • Movement
  • Physics
  • Vector math
The Director's Cut: a dim private cinema with red seats and the title on screen Team of 11 · Sole programmer

UE5 · BP / C++2022–23

First-person noir mystery. As the only programmer on the team, I built dialogue, inspection, NPC AI and the event flow that drives the story.

  • Dialogue
  • NPC AI
  • Interaction
MSc team project

UE5 · C++ · GAS2024

Wave-based action game. I co-built the skill system on the Gameplay Ability System in C++ and Blueprints and ran the repo as Scrum Master.

  • GAS
  • Enemy AI
  • Scrum Master
Personal · 3 months

Unity · C#2022

Background NPCs that look like they have somewhere to be. Every action is scored at once from designer-authored considerations, and the best one wins.

  • AI
  • ScriptableObjects
  • FSM
Project S: a dark metal corridor in a stealth level Team of 7 · Scrum lead

Unity · C#2021

First-year stealth game. I built the audio manager, the enemy state machine and a custom event system, ran Scrum and oversaw version control.

  • FSM
  • Audio
  • Events
Personal · In progress

UE5 · C++ · GASNow

A sandbox for the parts of UE5 I want to go deep on: World Partition, animation, tech art, GAS and utility AI in a 3D world.

  • World Partition
  • Tech art
  • GAS
02

Experience

Industry + education

08.202302.2024
Shipped · AA Sumerian Six
Steam page ↗

Game Programmer @ Artificer

UE5 · C++ · Blueprints · Wwise · Perforce · Jira

  • UMG ViewModel (MVVM). Worked with the UI/UX designers to bind back-end data and game logic to a responsive UI that matched their designs.
  • Gameplay systems. Built the Chatter, Patrol and Challenge systems under the Lead Programmer, plus statistics tracking, integrating external APIs such as Wwise.
  • Generalist bug fixing. Fixed QA-reported issues across UI, movement, ladders, animation, AI and save/load, and kept the debug cheats working.
  • Code review. Took part in code reviews and applied senior developers' feedback inside a Perforce + Jira production pipeline.
09.202310.2024

MSc Game Programming @ Falmouth University, UK

C++ · OpenGL · Vulkan · SDL2 · Git

  • Graphics tech. Low-level work with SDL2, OpenGL and Vulkan: recreating classic games and making demakes of modern titles.
  • Programming practice. Advanced C++ and version-control workflow, building small artefacts and studying them for HCI.
09.202010.2023

BA (Hons) Game Development: Programming @ Falmouth University, UK

Unity · Unreal · Scrum / Agile

  • Studio-style teams. Worked with artists, designers and other programmers to turn game ideas into working demos fast. Shipped Project S and The Director's Cut.
  • Process. Hands-on Scrum and Agile; led sprints as Scrum leader on team projects.
03

About

Person + loadout

Filip Neumann on a rocky beach
Player 1Filip Neumann

I'm Filip, a game programmer from Wrocław, Poland. I spent four years at Falmouth University in the UK, first a BA and then an MSc, and shipped my first commercial title along the way.

I'm happiest deep in gameplay code: movement that feels right under your hands, NPCs with a believable routine, and systems designers can use without asking me first. I like teams: I've been the only programmer next to ten artists and designers, and I've been the Scrum Master keeping a repo healthy.

Polish
Native
English
Full professional
Spanish
Limited working

Loadout skill → where I've used it

  • C++Artificer · Surf Movement · Blood Soaked Salvation · MSc
  • Unreal Engine 5Artificer · Director's Cut · Blood Soaked Salvation · Open RPG
  • BlueprintsArtificer · Director's Cut · Blood Soaked Salvation
  • Gameplay Ability SystemBlood Soaked Salvation · Open RPG
  • UMG ViewModel (MVVM)Artificer
  • Character MovementSurf Movement · Director's Cut · Artificer
  • Game AI: utility, FSMUtility AI · Project S · Director's Cut · Artificer
  • Wwise / audioArtificer · Project S
  • Unity / C#Utility AI · Project S
  • OpenGL · Vulkan · SDL2MSc
  • Perforce · GitArtificer · Blood Soaked Salvation · Project S
  • Jira · Trello · ScrumArtificer · Blood Soaked Salvation · Project S
04

Contact

Email is fastest

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