Erik Anderson

Erik Anderson

Unreal Engine & XR Developer

Unreal Engine & XR Developer

Cleveland, OH

Available for work

Download CV

Download CV

erik@helladecentgames.com

erik@helladecentgames.com

About me

About me

I’m an Unreal Engine developer and immersive systems specialist with over a decade of experience in real-time 3D, motion systems, and XR.

I’ve worked with studios like Framestore, Meow Wolf, and Vita Motus to build procedural animation rigs, interactive VR environments, and live visual systems for museums, mobile platforms, and mixed reality installations.

While Unreal is my primary toolset, I’m also experienced with Unity for AR and mobile app development—especially in education, branded experiences, and fast-paced R&D environments.

🛠 Core Engines & Languages

Unreal Engine 5 Unity 3D
C++
C#
Blueprints
Control Rig
Sequencer

Unreal Engine 5 Unity 3D
C++
C#
Blueprints
Control Rig
Sequencer

🎮 Gameplay & Animation Systems

Gameplay Ability System (GAS)
Motion Matching
IK Systems
Procedural Animation
Gameplay Logic
Character Controllers

Gameplay Ability System (GAS)
Motion Matching
IK Systems
Procedural Animation
Gameplay Logic
Character Controllers

🎥 XR & Mocap Pipelines

Xsens
Faceware
Rokoko
Hololens
Magic Leap
Oculus
HTC Vive
OptiTrack
Mixed Reality
Green Screen Compositing

Xsens
Faceware
Rokoko
Hololens
Magic Leap
Oculus
HTC Vive
OptiTrack
Mixed Reality
Green Screen Compositing

Xsens
Faceware
Rokoko
Hololens
Magic Leap
Oculus
HTC Vive
OptiTrack
Mixed Reality
Green Screen Compositing

🌐 Web & Mobile Development

React
JavaScript
ARKit /ARCore
iOS / Android
Authentication Systems
Cross-Platform Optimization
Responsive UI

React
JavaScript
ARKit /ARCore
iOS / Android
Authentication Systems
Cross-Platform Optimization
Responsive UI

Experience

Experience

Experience

Los Angeles, CA (Remote)

Vita Motus

Feb – Apr 2025

CONTRACT

Unreal Engine Developer

  • Created high-impact projection visuals synced to lighting and stage audio for the Quasar stage at Coachella

  • Collaborated with the MXR-PRO pipeline to deliver stylized interactive sequences for large-scale festival display

  • Created modular visual assets and material systems optimized for projection and stage environments

  • Used blueprint-driven animation systems to sync visuals with lighting, audio, and spatial design cues

  • Implemented real-time playback tools and debug utilities to streamline artist iteration and review

Los Angeles, CA (Remote)

Vita Motus

Feb – Apr 2025

CONTRACT

Unreal Engine Developer

  • Created high-impact projection visuals synced to lighting and stage audio for the Quasar stage at Coachella

  • Collaborated with the MXR-PRO pipeline to deliver stylized interactive sequences for large-scale festival display

  • Created modular visual assets and material systems optimized for projection and stage environments

  • Used blueprint-driven animation systems to sync visuals with lighting, audio, and spatial design cues

  • Implemented real-time playback tools and debug utilities to streamline artist iteration and review

Los Angeles, CA (Remote)

Vita Motus

Feb – Apr 2025

CONTRACT

Unreal Engine Developer

  • Created high-impact projection visuals synced to lighting and stage audio for the Quasar stage at Coachella

  • Collaborated with the MXR-PRO pipeline to deliver stylized interactive sequences for large-scale festival display

  • Created modular visual assets and material systems optimized for projection and stage environments

  • Used blueprint-driven animation systems to sync visuals with lighting, audio, and spatial design cues

  • Implemented real-time playback tools and debug utilities to streamline artist iteration and review

New York City, NY (Remote)

Framestore

Jan – May 2024

CONTRACT

Unreal Engine Developer

  • Collaborated with Framestore’s immersive division to prototype real-time character locomotion for an internal IP

  • Developed Control Rigs, IK systems, and animation scripting for immersive character movement.

  • Developed a modular locomotion framework integrating Motion Matching, Procedural Animation, and Traditional Animation pipelines

  • Developed and maintained Control Rig systems for full-body IK and pose correction

  • Engineered solutions to manage foot sliding, IK blending, and turn-in-place behavior

  • Built modular blueprint/C++ systems for anim state control, debug visualization, and runtime tuning

New York City, NY (Remote)

Framestore

Jan – May 2024

CONTRACT

Unreal Engine Developer

  • Collaborated with Framestore’s immersive division to prototype real-time character locomotion for an internal IP

  • Developed Control Rigs, IK systems, and animation scripting for immersive character movement.

  • Developed a modular locomotion framework integrating Motion Matching, Procedural Animation, and Traditional Animation pipelines

  • Developed and maintained Control Rig systems for full-body IK and pose correction

  • Engineered solutions to manage foot sliding, IK blending, and turn-in-place behavior

  • Built modular blueprint/C++ systems for anim state control, debug visualization, and runtime tuning

New York City, NY (Remote)

Framestore

Jan – May 2024

CONTRACT

Unreal Engine Developer

  • Collaborated with Framestore’s immersive division to prototype real-time character locomotion for an internal IP

  • Developed Control Rigs, IK systems, and animation scripting for immersive character movement.

  • Developed a modular locomotion framework integrating Motion Matching, Procedural Animation, and Traditional Animation pipelines

  • Developed and maintained Control Rig systems for full-body IK and pose correction

  • Engineered solutions to manage foot sliding, IK blending, and turn-in-place behavior

  • Built modular blueprint/C++ systems for anim state control, debug visualization, and runtime tuning

Mahwah, NJ (Remote)

All Things Media

Apr – Dec 2023

CONTRACT

Unity Developer

  • Contributed as a Unity C# developer for a cross-platform AR application commissioned by McGraw Hill and Verizon

  • Built and deployed six educational AR experiences for iOS and Android, targeting K–12 students across subjects like math, science, and history

  • Designed clean UI/UX flows, animation behaviors, and modular scripts for interactions and feedback

  • Experiences included: - Coordinate Planes – drag-and-place geometry in augmented 3D space - Oregon Trail – historical simulation with branching player choices - Ratios, Lowest Common Multiples, Silk Road, and Parthenon – interactive activities combining visuals, quizzes, and movement-based AR triggers

  • Ensured performance stability across ARKit and ARCore, including low-end device compatibility and app store compliance

  • Collaborated with cross-functional teams for asset integration, QA, and app deployment cycles

Mahwah, NJ (Remote)

All Things Media

Apr – Dec 2023

CONTRACT

Unity Developer

  • Contributed as a Unity C# developer for a cross-platform AR application commissioned by McGraw Hill and Verizon

  • Built and deployed six educational AR experiences for iOS and Android, targeting K–12 students across subjects like math, science, and history

  • Designed clean UI/UX flows, animation behaviors, and modular scripts for interactions and feedback

  • Experiences included: - Coordinate Planes – drag-and-place geometry in augmented 3D space - Oregon Trail – historical simulation with branching player choices - Ratios, Lowest Common Multiples, Silk Road, and Parthenon – interactive activities combining visuals, quizzes, and movement-based AR triggers

  • Ensured performance stability across ARKit and ARCore, including low-end device compatibility and app store compliance

  • Collaborated with cross-functional teams for asset integration, QA, and app deployment cycles

Mahwah, NJ (Remote)

All Things Media

Apr – Dec 2023

CONTRACT

Unity Developer

  • Contributed as a Unity C# developer for a cross-platform AR application commissioned by McGraw Hill and Verizon

  • Built and deployed six educational AR experiences for iOS and Android, targeting K–12 students across subjects like math, science, and history

  • Designed clean UI/UX flows, animation behaviors, and modular scripts for interactions and feedback

  • Experiences included: - Coordinate Planes – drag-and-place geometry in augmented 3D space - Oregon Trail – historical simulation with branching player choices - Ratios, Lowest Common Multiples, Silk Road, and Parthenon – interactive activities combining visuals, quizzes, and movement-based AR triggers

  • Ensured performance stability across ARKit and ARCore, including low-end device compatibility and app store compliance

  • Collaborated with cross-functional teams for asset integration, QA, and app deployment cycles

Los Angeles, CA (Remote)

Vita Motus

Feb – Mar 2023

CONTRACT

Unreal Engine Developer

  • Designed a dynamic lighting visualization system in Unreal Engine for a showroom & banquet hall installation in Chicago

  • Synchronized motion and lighting cues across 1,100+ fixtures using music timing and blueprint logic

  • Created programmable sequences to control environmental mood, spotlight focus, and ambient effects

  • Developed interactive timeline scrubbers and playback tools for previewing sequences in real time

  • Optimized the environment for both real-time simulation and offline rendering, including post-process FX

  • Collaborated with the Vita Motus design team to meet architectural and experiential constraints

Los Angeles, CA (Remote)

Vita Motus

Feb – Mar 2023

CONTRACT

Unreal Engine Developer

  • Designed a dynamic lighting visualization system in Unreal Engine for a showroom & banquet hall installation in Chicago

  • Synchronized motion and lighting cues across 1,100+ fixtures using music timing and blueprint logic

  • Created programmable sequences to control environmental mood, spotlight focus, and ambient effects

  • Developed interactive timeline scrubbers and playback tools for previewing sequences in real time

  • Optimized the environment for both real-time simulation and offline rendering, including post-process FX

  • Collaborated with the Vita Motus design team to meet architectural and experiential constraints

Los Angeles, CA (Remote)

Vita Motus

Feb – Mar 2023

CONTRACT

Unreal Engine Developer

  • Designed a dynamic lighting visualization system in Unreal Engine for a showroom & banquet hall installation in Chicago

  • Synchronized motion and lighting cues across 1,100+ fixtures using music timing and blueprint logic

  • Created programmable sequences to control environmental mood, spotlight focus, and ambient effects

  • Developed interactive timeline scrubbers and playback tools for previewing sequences in real time

  • Optimized the environment for both real-time simulation and offline rendering, including post-process FX

  • Collaborated with the Vita Motus design team to meet architectural and experiential constraints

New York, NY (Remote)

Forager

Jan – Mar 2023

CONTRACT

Unreal Engine 5 Engineer

  • Contributed to the development of an experimental VR experience showcasing the first volumetric time-lapse ever integrated into a game engine

  • Built a dynamic seasonal weather system that transitioned seamlessly between snow, rain, sun, and fog within a single immersive environment

  • Developed blueprint/C++ logic to procedurally spawn mushrooms in terrain-aware ways across multiple terrain zones

  • Collaborated with artists and engineers to implement post-process effects and environment transitions based on volumetric data triggers

  • Assisted in optimizing the VR experience for real-time performance while maintaining high visual fidelity across headsets

  • Project premiered at major international festivals including SXSW 2023, SIGGRAPH, and the BFI London Film Festival

New York, NY (Remote)

Forager

Jan – Mar 2023

CONTRACT

Unreal Engine 5 Engineer

  • Contributed to the development of an experimental VR experience showcasing the first volumetric time-lapse ever integrated into a game engine

  • Built a dynamic seasonal weather system that transitioned seamlessly between snow, rain, sun, and fog within a single immersive environment

  • Developed blueprint/C++ logic to procedurally spawn mushrooms in terrain-aware ways across multiple terrain zones

  • Collaborated with artists and engineers to implement post-process effects and environment transitions based on volumetric data triggers

  • Assisted in optimizing the VR experience for real-time performance while maintaining high visual fidelity across headsets

  • Project premiered at major international festivals including SXSW 2023, SIGGRAPH, and the BFI London Film Festival

New York, NY (Remote)

Forager

Jan – Mar 2023

CONTRACT

Unreal Engine 5 Engineer

  • Contributed to the development of an experimental VR experience showcasing the first volumetric time-lapse ever integrated into a game engine

  • Built a dynamic seasonal weather system that transitioned seamlessly between snow, rain, sun, and fog within a single immersive environment

  • Developed blueprint/C++ logic to procedurally spawn mushrooms in terrain-aware ways across multiple terrain zones

  • Collaborated with artists and engineers to implement post-process effects and environment transitions based on volumetric data triggers

  • Assisted in optimizing the VR experience for real-time performance while maintaining high visual fidelity across headsets

  • Project premiered at major international festivals including SXSW 2023, SIGGRAPH, and the BFI London Film Festival

Los Angeles, CA (Remote)

Left Field Labs

Jan – Sep 2022

FULL-TIME

Unity Developer

  • Delivered interactive experiences for clients including Google, Sony, and Verizon using Unity (C#)

  • Contributed to both VR headset and mobile-first prototypes, integrating motion controls and touch interactions

  • Developed Unity components for spatialized content, gesture detection, and rapid concept iteration

  • Worked in agile sprints, collaborating with UX, 3D artists, and creative directors

  • Supported integration and experimentation with Unreal Engine for cross-pipeline R&D projects

  • Built tools for internal QA, debug visualization, and user testing on early-stage immersive apps

Los Angeles, CA (Remote)

Left Field Labs

Jan – Sep 2022

FULL-TIME

Unity Developer

  • Delivered interactive experiences for clients including Google, Sony, and Verizon using Unity (C#)

  • Contributed to both VR headset and mobile-first prototypes, integrating motion controls and touch interactions

  • Developed Unity components for spatialized content, gesture detection, and rapid concept iteration

  • Worked in agile sprints, collaborating with UX, 3D artists, and creative directors

  • Supported integration and experimentation with Unreal Engine for cross-pipeline R&D projects

  • Built tools for internal QA, debug visualization, and user testing on early-stage immersive apps

Los Angeles, CA (Remote)

Left Field Labs

Jan – Sep 2022

FULL-TIME

Unity Developer

  • Delivered interactive experiences for clients including Google, Sony, and Verizon using Unity (C#)

  • Contributed to both VR headset and mobile-first prototypes, integrating motion controls and touch interactions

  • Developed Unity components for spatialized content, gesture detection, and rapid concept iteration

  • Worked in agile sprints, collaborating with UX, 3D artists, and creative directors

  • Supported integration and experimentation with Unreal Engine for cross-pipeline R&D projects

  • Built tools for internal QA, debug visualization, and user testing on early-stage immersive apps

Albuquerque, NM (Remote)

Electric Playhouse

Jun – Aug 2020

CONTRACT

Unreal Engine Developer

  • Created Bisti Beast, a Kinect-powered dinosaur exhibit for the Albuquerque Museum of Natural History

  • Programmed dinosaur AI, pathing, and behavior logic in a large-scale, projected 3D environment

  • Built touchscreen interface allowing visitors to select and spawn dinosaurs for real-time interaction

  • Integrated OSC (Open Sound Control) for seamless communication between Unreal and physical input systems

  • Tuned lighting, FX, and animations to run reliably in a museum environment with heavy foot traffic

  • Worked directly with exhibit designers to ensure accessibility, educational clarity, and installation durability

Albuquerque, NM (Remote)

Electric Playhouse

Jun – Aug 2020

CONTRACT

Unreal Engine Developer

  • Created Bisti Beast, a Kinect-powered dinosaur exhibit for the Albuquerque Museum of Natural History

  • Programmed dinosaur AI, pathing, and behavior logic in a large-scale, projected 3D environment

  • Built touchscreen interface allowing visitors to select and spawn dinosaurs for real-time interaction

  • Integrated OSC (Open Sound Control) for seamless communication between Unreal and physical input systems

  • Tuned lighting, FX, and animations to run reliably in a museum environment with heavy foot traffic

  • Worked directly with exhibit designers to ensure accessibility, educational clarity, and installation durability

Albuquerque, NM (Remote)

Electric Playhouse

Jun – Aug 2020

CONTRACT

Unreal Engine Developer

  • Created Bisti Beast, a Kinect-powered dinosaur exhibit for the Albuquerque Museum of Natural History

  • Programmed dinosaur AI, pathing, and behavior logic in a large-scale, projected 3D environment

  • Built touchscreen interface allowing visitors to select and spawn dinosaurs for real-time interaction

  • Integrated OSC (Open Sound Control) for seamless communication between Unreal and physical input systems

  • Tuned lighting, FX, and animations to run reliably in a museum environment with heavy foot traffic

  • Worked directly with exhibit designers to ensure accessibility, educational clarity, and installation durability

Santa Fe, NM

Meow Wolf

Jun 2018 – Apr 2020

FULL-TIME

XR Developer

  • Designed and implemented interactive VR and AR experiences for exhibits at Meow Wolf’s Las Vegas and Denver locations

  • Built an IK-driven VR hamster character for a main SXSW 2018 installation called The Atrium, combining physics and animation scripting

  • Developed Magic Leap AR installations including The Garage (Forbes Top 35 XR Installations) and The Navigator

  • Prototyped new spatial interaction systems for creative storytelling and environment-driven events

  • Collaborated with multidisciplinary teams of artists, designers, and engineers using both Unreal Engine and Unity

  • Helped establish early XR prototyping workflows and tool standards for Meow Wolf’s immersive tech team

Santa Fe, NM

Meow Wolf

Jun 2018 – Apr 2020

FULL-TIME

XR Developer

  • Designed and implemented interactive VR and AR experiences for exhibits at Meow Wolf’s Las Vegas and Denver locations

  • Built an IK-driven VR hamster character for a main SXSW 2018 installation called The Atrium, combining physics and animation scripting

  • Developed Magic Leap AR installations including The Garage (Forbes Top 35 XR Installations) and The Navigator

  • Prototyped new spatial interaction systems for creative storytelling and environment-driven events

  • Collaborated with multidisciplinary teams of artists, designers, and engineers using both Unreal Engine and Unity

  • Helped establish early XR prototyping workflows and tool standards for Meow Wolf’s immersive tech team

Santa Fe, NM

Meow Wolf

Jun 2018 – Apr 2020

FULL-TIME

XR Developer

  • Designed and implemented interactive VR and AR experiences for exhibits at Meow Wolf’s Las Vegas and Denver locations

  • Built an IK-driven VR hamster character for a main SXSW 2018 installation called The Atrium, combining physics and animation scripting

  • Developed Magic Leap AR installations including The Garage (Forbes Top 35 XR Installations) and The Navigator

  • Prototyped new spatial interaction systems for creative storytelling and environment-driven events

  • Collaborated with multidisciplinary teams of artists, designers, and engineers using both Unreal Engine and Unity

  • Helped establish early XR prototyping workflows and tool standards for Meow Wolf’s immersive tech team

New York, NY (Remote)

TreeVR

Oct 2016 – Feb 2017

CONTRACT

Lead Engine Programmer

  • Developed full-body IK systems allowing players to inhabit the perspective of a living tree in VR

  • Designed environmental mechanics including weather transitions and procedurally spreading fire

  • Authored custom shaders and post-processing FX to reflect changes in seasons and environmental decay

  • Coordinated four international dev teams using Perforce for source control

  • Provided on-site tech support and installation setup at Sundance Film Festival 2017

  • Received a Lumiere Award (2018) for technical achievement in immersive narrative experiences

New York, NY (Remote)

TreeVR

Oct 2016 – Feb 2017

CONTRACT

Lead Engine Programmer

  • Developed full-body IK systems allowing players to inhabit the perspective of a living tree in VR

  • Designed environmental mechanics including weather transitions and procedurally spreading fire

  • Authored custom shaders and post-processing FX to reflect changes in seasons and environmental decay

  • Coordinated four international dev teams using Perforce for source control

  • Provided on-site tech support and installation setup at Sundance Film Festival 2017

  • Received a Lumiere Award (2018) for technical achievement in immersive narrative experiences

New York, NY (Remote)

TreeVR

Oct 2016 – Feb 2017

CONTRACT

Lead Engine Programmer

  • Developed full-body IK systems allowing players to inhabit the perspective of a living tree in VR

  • Designed environmental mechanics including weather transitions and procedurally spreading fire

  • Authored custom shaders and post-processing FX to reflect changes in seasons and environmental decay

  • Coordinated four international dev teams using Perforce for source control

  • Provided on-site tech support and installation setup at Sundance Film Festival 2017

  • Received a Lumiere Award (2018) for technical achievement in immersive narrative experiences

New York, NY / Chicago, IL

Team Rolfes

Aug 2015 – Jan 2019

CONTRACT

Lead Engine Programmer

  • Pioneered the use of Unreal Engine for live performance visuals, music videos, and interactive stage design

  • Built custom tools for real-time scene manipulation during live and improvised performances

  • Collaborated with experimental directors and artists to prototype surreal environments and avatars

  • Notable projects include: - Rihanna – 2016 VMA visual performance - Amnesia Scanner – “Chingy” (Adult Swim) - Danny L Harle ft. Caroline Polachek – “Ashes of Love”

  • Developed live control tools for reactive visuals during performances using OSC and keyboard triggers

  • Integrated Unreal outputs with OBS and other streaming platforms for seamless real-time delivery

New York, NY / Chicago, IL

Team Rolfes

Aug 2015 – Jan 2019

CONTRACT

Lead Engine Programmer

  • Pioneered the use of Unreal Engine for live performance visuals, music videos, and interactive stage design

  • Built custom tools for real-time scene manipulation during live and improvised performances

  • Collaborated with experimental directors and artists to prototype surreal environments and avatars

  • Notable projects include: - Rihanna – 2016 VMA visual performance - Amnesia Scanner – “Chingy” (Adult Swim) - Danny L Harle ft. Caroline Polachek – “Ashes of Love”

  • Developed live control tools for reactive visuals during performances using OSC and keyboard triggers

  • Integrated Unreal outputs with OBS and other streaming platforms for seamless real-time delivery

New York, NY / Chicago, IL

Team Rolfes

Aug 2015 – Jan 2019

CONTRACT

Lead Engine Programmer

  • Pioneered the use of Unreal Engine for live performance visuals, music videos, and interactive stage design

  • Built custom tools for real-time scene manipulation during live and improvised performances

  • Collaborated with experimental directors and artists to prototype surreal environments and avatars

  • Notable projects include: - Rihanna – 2016 VMA visual performance - Amnesia Scanner – “Chingy” (Adult Swim) - Danny L Harle ft. Caroline Polachek – “Ashes of Love”

  • Developed live control tools for reactive visuals during performances using OSC and keyboard triggers

  • Integrated Unreal outputs with OBS and other streaming platforms for seamless real-time delivery

Chicago, IL

Columbia College Chicago

Sep 2009 – Sep 2011

FULL-TIME

Programming Teaching Assistant

  • Tutored students in C++, C#, Unity scripting, and object-oriented programming fundamentals

  • Assisted faculty in designing lesson plans and grading for Interactive Arts and Media courses

  • Led lab sessions covering game development, scripting, and engine logic

  • Maintained lab hardware and performed updates for student software environments

  • Hosted optional after-hours code review sessions to help students debug complex projects

  • Provided mentorship to students pursuing careers in technical art and game development

Chicago, IL

Columbia College Chicago

Sep 2009 – Sep 2011

FULL-TIME

Programming Teaching Assistant

  • Tutored students in C++, C#, Unity scripting, and object-oriented programming fundamentals

  • Assisted faculty in designing lesson plans and grading for Interactive Arts and Media courses

  • Led lab sessions covering game development, scripting, and engine logic

  • Maintained lab hardware and performed updates for student software environments

  • Hosted optional after-hours code review sessions to help students debug complex projects

  • Provided mentorship to students pursuing careers in technical art and game development

Chicago, IL

Columbia College Chicago

Sep 2009 – Sep 2011

FULL-TIME

Programming Teaching Assistant

  • Tutored students in C++, C#, Unity scripting, and object-oriented programming fundamentals

  • Assisted faculty in designing lesson plans and grading for Interactive Arts and Media courses

  • Led lab sessions covering game development, scripting, and engine logic

  • Maintained lab hardware and performed updates for student software environments

  • Hosted optional after-hours code review sessions to help students debug complex projects

  • Provided mentorship to students pursuing careers in technical art and game development

Education

Education

Education

Chicago, IL

Graduated 2012

B.A. – Game Engine Programming

Columbia College Chicago

Studied game engine architecture, real-time graphics, and interactive systems with a focus on technical implementation. - Specialized in Unreal and Unity during early versions of each engine - Completed advanced coursework in C++, C#, gameplay programming, and shader theory - Supported the department as a Programming Teaching Assistant for two years - Senior project focused on modular game systems and real-time interaction in 3D environments

Chicago, IL

Graduated 2012

B.A. – Game Engine Programming

Columbia College Chicago

Studied game engine architecture, real-time graphics, and interactive systems with a focus on technical implementation. - Specialized in Unreal and Unity during early versions of each engine - Completed advanced coursework in C++, C#, gameplay programming, and shader theory - Supported the department as a Programming Teaching Assistant for two years - Senior project focused on modular game systems and real-time interaction in 3D environments

Chicago, IL

Graduated 2012

B.A. – Game Engine Programming

Columbia College Chicago

Studied game engine architecture, real-time graphics, and interactive systems with a focus on technical implementation. - Specialized in Unreal and Unity during early versions of each engine - Completed advanced coursework in C++, C#, gameplay programming, and shader theory - Supported the department as a Programming Teaching Assistant for two years - Senior project focused on modular game systems and real-time interaction in 3D environments

San Ramon, CA

2005 – 2006

Art History (minor)

Diablo Valley College

San Ramon, CA

2005 – 2006

Art History (minor)

Diablo Valley College

San Ramon, CA

2005 – 2006

Art History (minor)

Diablo Valley College

Certifications

Certifications

Certifications

Unreal Engine 5 C++: Advanced Action RPG

Udemy - (Advanced-level course focusing on building a full RPG system in UE5 using C++)

Unreal Engine 5 C++: Advanced Action RPG

Udemy - (Advanced-level course focusing on building a full RPG system in UE5 using C++)

Unreal Engine 5 C++: Advanced Action RPG

Udemy - (Advanced-level course focusing on building a full RPG system in UE5 using C++)

Unreal Engine 5 C++: Advanced Frontend UI Programming

Udemy - (C++-driven course on building modular HUDs and UI systems using UMG & Slate)

Unreal Engine 5 C++: Advanced Frontend UI Programming

Udemy - (C++-driven course on building modular HUDs and UI systems using UMG & Slate)

Unreal Engine 5 C++: Advanced Frontend UI Programming

Udemy - (C++-driven course on building modular HUDs and UI systems using UMG & Slate)

Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games

Udemy - (Beginner to intermediate course on Unreal with C++)

Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games

Udemy - (Beginner to intermediate course on Unreal with C++)

Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games

Udemy - (Beginner to intermediate course on Unreal with C++)

Awards

Awards

Awards

Lumiere Award

TreeVR - Best VR Location Based Animated Short

Lumiere Award

TreeVR - Best VR Location Based Animated Short

Lumiere Award

TreeVR - Best VR Location Based Animated Short

Time for me:

Email:

erik@helladecentgames.com

Socials:

Reach out:

Time for me:

Email:

erik@helladecentgames.com

Socials:

Reach out:

Time for me:

Email:

erik@helladecentgames.com

Socials:

Reach out: