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As a Senior Combat Designer, I contribute to the architectural design, AI behavior trees, and mechanical orchestration of complex enemy archetypes and flagship boss encounters within Unreal Engine 5.
My work ranges from high-level creative vision to the technical execution and polishing, utilizing custom Blueprints, C++ integration, and advanced animation state machines to deliver precision-tuned, responsive combat systems.

I specialize in crafting multi-phase boss fights that require intense and careful planning, to meet the standard critera of modern soulslike design.
I ensure that intense mechanical difficulty is always paired with absolute systemic fairness, clear visual telegraphing, and narrative significance.