Kazuki Yamamoto
Senior Gameplay Programmer · Unreal 5 + C++ · 2 AAA Shipped Titles
Vancouver·CA
[email protected]+1 (604) 555-0381github.com/kyamamotokazukiy.dev (portfolio)linkedin.com/in/kyamamoto
Summary
Senior gameplay programmer with 6 years on Unreal 5 + C++. Shipped Phantom Halo: Echo (PS5/PC, 2024, 1.4M units, Metacritic 84) and Iron Drift Saga (Switch/PC, 2022, 280k units, Metacritic 78). Owned player-controller + combat-AI systems on both. Cut combat-AI tick cost from 2.8ms to 0.9ms per frame on PS5. GDC 2024 programming-track speaker.
Skills
Engine + Languages
Unreal Engine 5 (5.4 / 5.5)C++ (C++20)Blueprint (visual scripting)Unity (familiarity)
Subsystems
Player Controller + CharacterBehavior Trees + Utility AIAnimation State Machines + IKReplication / multiplayer networkingWorld Partition + streaming
Tools + Pipeline
Perforce (streams-based)Unreal Insights + RenderDoc + PIX + RazorUnreal Build Tool + UnrealBuildAcceleratorPlatform: PS5 + Series X|S + PC
Experience
Senior Gameplay Programmer
Echo Forge Studio·Vancouver, BC
Aug 2022—Present
AAA console + PC studio (140 engineers). Owned player-controller + combat-AI systems on Phantom Halo: Echo.
- Cut combat-AI tick cost from 2.8ms to 0.9ms per frame on PS5 (target 16.67ms total at 60 FPS) by replacing per-frame line-traces with a sweep-cached spatial hash + bucket-deferred AI updates.
- Owned the player-controller system on Phantom Halo: Echo (Unreal 5 + C++); shipped 14 movement abilities + 8 combat states with frame-perfect input buffering; partnered with 2 designers + 1 animator on combat-feedback iteration across Q2 2024.
- Built a custom Unreal subsystem for streaming-friendly LOD swaps on a 144 km² open-world tile-streamed map; cut hitch frequency at chunk boundaries from 14/hour to under 1/hour on PS5 + Series X.
- Authored the multiplayer-replication backbone for Phantom Halo: Echo's 16-player Battle Royale mode; peak bandwidth 38 KB/sec/player at 95th-percentile match density.
- Mentored 2 junior gameplay programmers on player-controller + combat-state work; both shipped sole-owner mechanic features before vertical-slice milestone.
Gameplay Programmer
Driftwave Interactive·Montreal, QC
May 2019—Jul 2022
- Shipped Iron Drift Saga (Switch/PC, 2022, 280k units, Metacritic 78); owned the vehicle-handling model + drift-physics tuning.
- Cut Iron Drift Saga's Switch load time from 24 seconds to 7 seconds by overlapping audio-bank decompression with the splash-screen render.
- Authored the team's accessibility-feature suite (subtitle customization, color-blind mode, button-remapping); shipped to 100% of players post-launch via a Day-1 patch.
Junior Gameplay Programmer
Indie/Self-published·Montreal, QC
Aug 2018—Apr 2019
- Shipped 2 indie titles on Steam (combined Wishlists 4,200; reviews 'Very Positive' on both) using Unreal 4 + Blueprint scripting.
Game Jam + Portfolio
• Ludum Dare 56 (Oct 2024) — overall 22/1,800 entries (top 1.2%). • GMTK Jam 2023 — overall 14/6,800 entries (top 0.2%). • Global Game Jam 2024 — site winner (Vancouver site, 38 teams).
Education
BSc in Computer Science (Game Development Track)
University of British Columbia · Vancouver, BC
Sep 2014—May 2018
Senior Gameplay Programmer
Unreal 5 + C++. Shipped Phantom Halo: Echo (PS5/PC, 1.4M units). Combat AI.
Use this template