
My work at Puny Human · Rendering & Systems Engineer
Professional work / Puny Human / Unreal Engine 4Impostors
UE4 C++ networked spectator functionality, client–server replicated Anim Graph systems, local/component-space animation, Niagara, minigame interfaces, and line-of-sight/fog-of-war optimization.

Connecting gameplay, networking, and presentation
Through Puny Human, I worked on Impostors, a multiplayer Unreal Engine project. Features needed to work within the game’s networked state and still give players clear visual feedback.
What I worked on
I developed spectator functionality, worked on replicated animation systems, built minigame interfaces and Niagara effects, and fixed gameplay issues in PlayerState, GameMode, and Blueprints. I also investigated line-of-sight and fog-of-war behavior and performance.
Skills demonstrated
C++, Blueprints, client–server replication, animation spaces, UI, Niagara, debugging, and performance optimization.
My contributions
- Built networked spectator functionality and worked on replicated animation.
- Fixed anti-aliasing and optimized line-of-sight and fog-of-war systems.
- Created an animated credits interface driven by a data table, and corrected nameplate and end-of-match results issues.
- Developed Niagara emitters and fixed minigame logic in Blueprints, C++, PlayerState, and GameMode.
- Improved performance by moving minigames into separate levels.
- Produced AssetManager reports and resolved character-skin issues.
- Completed more than 40 Jira tasks addressing client requirements.
