// Unreal Engine Developer

Shipping gameplay systems, editor tools & VR products in C++ and UE5

I build the technical backbone that lets teams iterate faster: real-time mocap pipelines, Slate editor plugins, multiplayer replication, and console-optimized gameplay. Shipped a VR product for a government tourism board, a PlayStation Talents finalist, and a title listed on Steam.

Victor Rivas
5+
Years in UE Development
13
Open-Source Projects
4
Studios Shipped With
1
Studio Founded

Why Work With Me

I don't just write code. I ship products, build the tools that accelerate teams, and own problems end-to-end.

Shipped VR & Console

Delivered a full VR product commissioned by a government tourism board and a PlayStation Talents finalist optimized for PS4. I know what it takes to ship to certification.

Deep C++ & Engine Knowledge

I read engine source daily. From NNE/DirectML GPU inference to custom Live Link sources, I work at the layer where most developers stop and I build reusable systems there.

Tooling That Saves Hours

Optilogger, SmartFolders, custom Slate editors: I build the profiling and pipeline tools that eliminate manual work and let artists and designers ship without waiting on engineering.

Studio Founder & Team Lead

Founded The Boltage Studio, established CI/CD pipelines with GitHub Actions, ran sprint-based delivery for distributed teams, and shipped a title to Steam. I understand the full picture.

Open Source & Featured Projects

Production-grade C++ plugins and systems, all open source, all battle-tested.

Kinemotion Mocap

C++ NNE / DIRECTML LIVE LINK

Real-time monocular mocap plugin for UE5.3+. Runs AI pose inference on GPU via NNE (DirectML), decodes 133 keypoints into a 19-bone skeleton, and streams through a custom Live Link source with auto-calibration, anti-jitter filtering, and multiplayer support.

View on GitHub →

Optilogger Plugin

C++ SLATE UI PROFILING

Editor profiling plugin (1,100+ lines analysis, 865 lines Slate UI) that scans meshes, textures, materials, animations, audio, lighting, and post-process. Memory estimation, shader instruction counting, frustum culling analysis, and JSON export. ★6 stars.

View on GitHub →

SmartFolders Plugin

PYTHON C++ EDITOR

Rule-driven asset organizer for Content Browser. Dual modes (type-based + intelligent name-grouping), Epic-recommended presets, full undo, and batch operations. Reduces manual organization by ~70%. ★4 stars.

View on GitHub →

Paint System

C++ RENDER TARGET MATERIALS

Runtime vertex-color painting for Static and Skeletal Meshes. Per-channel RGBA, configurable fade, GPU-batched updates, and full Blueprint API. ★5 stars.

View on GitHub →

Procedural Animated System

C++ SPLINE PCG

Environment-aware procedural generator. Line-traces terrain to spawn spline bridges, zigzag wall ladders, or stepped ramps based on surface normals. Animation-ready with runtime spawning.

View on GitHub →

Time Control Mechanic

C++ PHYSICS GAMEPLAY

Per-object time manipulation: fast-forward, rewind, and freeze. Captures and restores full physics state per actor for granular temporal control.

View on GitHub →

Professional Experience

Shipped products across VR, console, PC, and multiplayer, from indie to government-commissioned.

The Boltage Studio — Founder

FOUNDER LEAD PROGRAMMER STEAM

Founded my own studio. Leading all gameplay programming for Amper (featured in DeVuego). Noah and the Cosmic Cleanup listed on Steam, releasing March 2026. Established CI/CD via GitHub Actions and sprint-based delivery for a distributed team.

Visit Studio →

Salascala / TheWiseDreams

UNREAL DEV VR & HANDTRACKING MOCAP PIPELINES

Developed VR products with full hand-tracking for Meta Quest. Built end-to-end motion capture pipelines using NNE with DirectML GPU inference and custom Live Link sources. Implemented multiplayer replication and delivered Slate-based editor tools.

Selene Games

GAMEPLAY VEHICLE SYSTEMS STREAMING

Developed spline-based vehicle driving systems with tunable acceleration, braking curves, and realistic drift physics. Improved level streaming performance and resolved build-stability issues for production.

Team Panda — Azra

LEAD PROGRAMMER PLAYSTATION TALENTS FINALIST PS4

Lead programmer for PlayStation Talents Best Narrative finalist. Architected controller input, combat, and character systems for UE4. Profiling and performance passes targeting PS4, reducing draw calls and memory footprint.

Noah and the Cosmic Cleanup

UNREAL ENGINE ON STEAM

Gameplay and tooling lead for character systems and content pipelines. Listed on Steam, releasing March 2026.

Steam Page →

Amper — In Production

PROGRAMMER UNREAL ENGINE DEVUEGO

Leading all gameplay programming for this indie title featured in DeVuego. Architecting core systems, content pipelines, and build automation. Currently in production.

View Details →

Let's Build Something Together

Looking for an Unreal Engine developer who ships? I bring deep C++ expertise, production experience across VR, console, and multiplayer, and the tools mindset that makes entire teams faster.