Personal · Ongoing
Source-engine surfing and bunny hopping rebuilt in Unreal by extending CharacterMovementComponent, using Quake III-style air acceleration and Source tuning values.
Gameplay programmer · Unreal Engine 5 / C++
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.
Shipped title
Steam ↗
Sumerian Six
AA stealth tactics · Artificer · UE5 / C++ · 2023–24
Built: Chatter, Patrol & Challenge systems · MVVM UI · QA bug fixing
Open any card for the full breakdown
Personal · Ongoing
Source-engine surfing and bunny hopping rebuilt in Unreal by extending CharacterMovementComponent, using Quake III-style air acceleration and Source tuning values.
Team of 11 · Sole programmer
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.
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.
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.
Team of 7 · Scrum lead
First-year stealth game. I built the audio manager, the enemy state machine and a custom event system, ran Scrum and oversaw version control.
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.
Industry + education
UE5 · C++ · Blueprints · Wwise · Perforce · Jira
C++ · OpenGL · Vulkan · SDL2 · Git
Unity · Unreal · Scrum / Agile
Person + loadout
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.
Loadout skill → where I've used it
Email is fastest
Got a role that needs a gameplay programmer?
neumannfilip@icloud.com
Personal project · UE5 / C++ · Solo · Sep 2022 → ongoing
Recreate the surf and bunny-hop movement from Source-engine games like Half-Life and Counter-Strike inside Unreal Engine 5.
It all goes back to Quake III. Instead of capping total speed, its movement code caps the velocity projected onto the direction you're pushing. Strafe at the right angle and that projection stays small, so you keep accelerating past the normal speed limit. Bunny hopping chains that through jumps to dodge ground friction, and surfing applies it to sliding along angled ramps.
CharacterMovementComponent instead of replacing it.ASurferCharacter + USurferMovementComponent, overriding the movement pipeline at the points that matter.// Quake III-style acceleration: limit the speed *along* the wish
// direction, not the total speed. This is what makes strafing work.
const float CurrentSpeed = FVector::DotProduct(Velocity, WishDir);
const float AddSpeed = WishSpeed - CurrentSpeed;
if (AddSpeed <= 0.f) return;
const float AccelSpeed = FMath::Min(Accel * DeltaTime * WishSpeed, AddSpeed);
Velocity += AccelSpeed * WishDir;

BA final-year project · UE5 · Blueprints + C++ · Sep 2022 – May 2023
A first-person noir mystery. You sneak into a private screening, get framed for stealing the film reel, and have to expose a 50-year-old cover-up around the disappearance of the film's lead actor.
Most of the game is Blueprints, with C++ where it was needed.
MSc team project · UE5 · C++ / Blueprints · Jan – May 2024
A wave-based action game made by a multidisciplinary team during my MSc at Falmouth.

Personal project · Unity / C# · Solo · ~3 months, 2022
Games like Gothic and Red Dead Redemption 2 make towns feel lived-in because background NPCs seem to have a role. I wanted to build the AI behind that. Utility AI scores every possible action at once and picks one of the top scorers, so behaviour comes out of the numbers instead of a hand-wired tree.
The live widget on the card is a small JavaScript re-creation of the same loop: four considerations, four actions and a day/night cycle.

BA first-year project · Unity / C# · Jan – May 2021
A stealth game about sneaking, planning and logical thinking, with mini-games. It was my first university project, built over five months.
Personal project · UE5 · In progress
A learning project: an open RPG slice I use to go deep on the parts of Unreal Engine 5 that don't come up in day-to-day gameplay work.