ELIJAH EYO
Lagos, Nigeria
Email: elijah.eyo@yahoo.com| Phone: +234 8108501836
PROFESSIONAL SUMMARY
Gameplay Programmer with 8+ years of experience building games across mobile and PC in Unreal Engine. Deep expertise in Unreal Engine, online services, and dedicated server architecture. Skilled in implementing player mechanics, animation systems, and networked gameplay features. Passionate about building immersive, systemic gameplay experiences aligned with player-driven design.
CORE SKILLS
Game Engine: Unreal Engine 5 (Blueprints, Animation Blueprints, Gameplay Systems)
Gameplay Programming: Player mechanics, locomotion systems, interaction systems
Animation Systems: Motion matching, state machines, distance matching, animation blending
Multiplayer: Replication, client-server architecture, debugging network issues
Tools & Tech: Git, Perforce (basic), Visual Studio, Blender
Scripting: Blueprint scripting (advanced), basic C++ familiarity
Problem Solving: Debugging complex gameplay/animation issues, optimization
Multiplayer & Servers: Dedicated servers (design, deployment, troubleshooting), Online services / cross-play (Steam, EOS, Android, IOS), Replication, latency mitigation, client/server prediction, Experience with Aws, Edgegap/region beacons and cloud-hosted game servers
PROFESSIONAL EXPERIENCE
Gameplay Programmer (Independent / Personal Projects)
2018 – Present
Developed multiple gameplay systems in Unreal Engine, including:
Advanced locomotion systems (jumping, climbing, traversal mechanics)
Animation Blueprint systems using state machines and blending techniques
Implemented multiplayer-ready features using Unreal’s replication system
Built gameplay prototypes focusing on responsiveness and player feel
Designed and implemented systems such as:
Portal/teleportation mechanics (inspired by modern arena shooters)
Climbing and movement systems with conditional input handling
Debugged and resolved client-server desync issues in multiplayer environments
Gameplay Engineer — Multiple indie projects
2016 — Present
Designed and shipped gameplay systems across genres: puzzle slide mechanics, tap/tile interactions, top-down farming/canteen building, and airborne third-person shooter prototypes.
Created robust input systems using Enhanced Input (including chorded input) and cross-device input handling.
Implemented UI/UX flows for mobile-first games and designed gameplay trailers and marketing assets in collaboration with artists.
PROJECTS
Advanced Movement System
Built a full locomotion system including sprinting, jumping, and climbing
Implemented animation transitions using state machines and blend spaces
Integrated input-based logic (tap vs hold actions) for dynamic player control
Multiplayer Prototype (Peer-to-Peer System)
Created a networked gameplay prototype with session hosting
Diagnosed and improved replication issues affecting player movement visibility
Ensured smoother synchronization between clients
Portal System
Developed a portal mechanic using Scene Capture 2D
Solved clipping and placement issues for gameplay consistency
Modular Ability System (Like RPG / Strategy Hybrid)
Abilities with cooldowns, costs, and conditions
Data-driven (use Data Tables or Data Assets)
Supports AI + player
Status effects (buffs/debuffs stacking)
AI Decision-Making System
AI chooses actions based on world state (not just behavior tree)
Example: attack, retreat, heal, reposition dynamically
Add personality traits affecting decisions
Dynamic World Simulation System
Systems that run even without player input
Example:
NPCs have needs (hunger, safety, goals)
Resources change over time
Simple economy loop
Dialogue + Choice Consequence System
Branching dialogue
Choices affect game state (factions, relationships, world variables)
Save/load persistent outcomes
Save/Load System (Robust)
Serialize gameplay state (player, world, AI states)
Handle versioning (basic)
Avoid just saving position—save systems
Advanced Combat System
Hit reactions, combo chains, interrupts
Animation-driven attacks (montages, root motion)
Damage types + resistances
Cover System
Snap to cover, peek, blind fire
AI also uses cover
Interaction System
One system for doors, pickups, levers, etc.
Interface-based (Blueprint Interface)
Inventory + Equipment System
Items with stats
Equip/unequip affecting gameplay
Replicated Ability or Combat System
Abilities working in multiplayer
Prediction + correction (basic level is fine)
Lobby + Match Flow System
Ready system, countdown, match start/end
Basic session handling
Procedural Animation Add-ons
IK foot placement
Aim offset system
Leaning while moving
Full Locomotion System
Start/stop animations
Strafe + directional movement
Jump states (start/loop/land properly synced)
Distance matching, stride warping, Motion Matching etc
EDUCATION
Self-Taught Game Development (Focused Learning Path)
Specialized in Unreal Engine gameplay programming and animation systems
Continuous learning through hands-on projects and system design
ADDITIONAL PROJECTS (Mobile Games – Published)
Switch – Puzzle-based mobile game
TapTiles – Casual interaction-based game
Decipher – Pattern recognition puzzle game
Puzzle Slide – Logic-based sliding puzzle