

ANTON VASSERMAN
Gameplay Engineer
and Ex-Software Engineer, with
passion for Gaming and Game Development
const TArray<FGame> GamesCurrentlyPlaying = { FGame( "Hades 2", EPlatforms::PS), FGame( "Baldur's Gate 3", EPlatforms::PS), FGame( "Control", EPlatforms::PS) }


ANTON VASSERMAN
Gameplay Engineer
and Ex-Software Engineer, with
passion for Gaming and Game Development
const TArray<FGame> GamesCurrentlyPlaying = { FGame( "Hades 2", EPlatforms::PS), FGame( "Baldur's Gate 3", EPlatforms::PS), FGame( "Control", EPlatforms::PS) }


ANTON VASSERMAN
Gameplay Engineer
and Ex-Software Engineer, with
passion for Gaming and Game Development
const TArray<FGame> GamesCurrentlyPlaying = { FGame( "Hades 2", EPlatforms::PS), FGame( "Baldur's Gate 3", EPlatforms::PS), FGame( "Control", EPlatforms::PS) }


ANTON VASSERMAN
Gameplay Engineer
and Ex-Software Engineer, with
passion for Gaming and Game Development
const TArray<FGame> GamesCurrentlyPlaying = { FGame( "Hades 2", EPlatforms::PS), FGame( "Baldur's Gate 3", EPlatforms::PS), FGame( "Control", EPlatforms::PS) }

Unreal Authorized Instructor
Jan 2026

Unreal Authorized Instructor
Jan 2026

Unreal Authorized Instructor
Jan 2026

PROFESSIONAL PROJECTS

PROFESSIONAL PROJECTS

PROFESSIONAL PROJECTS

As part of Unspoken Worlds, I've been working on Unutterable,
an upcoming Third-Person RPG game, developed with Unreal Engine 5.
As Lead Gameplay Engineer,
I've been contributing to every technical aspect of the project:
Implementing Gameplay and Combat mechanics using GAS and StateTrees.
Integrating UI using CommonUI and UMG ViewModel.
Setting up systems and pipelines to support scale in a future production phase.
Leading the development team, currently consisting of one additional developer.

As part of Unspoken Worlds, I've been working on Unutterable,
an upcoming Third-Person RPG game, developed with Unreal Engine 5.
As Lead Gameplay Engineer,
I've been contributing to every technical aspect of the project:
Implementing Gameplay and Combat mechanics using GAS and StateTrees.
Integrating UI using CommonUI and UMG ViewModel.
Setting up systems and pipelines to support scale in a future production phase.
Leading the development team, currently consisting of one additional developer.

As part of Unspoken Worlds, I've been working on Unutterable,
an upcoming Third-Person RPG game, developed with Unreal Engine 5.
As Lead Gameplay Engineer,
I've been contributing to every technical aspect of the project:
Implementing Gameplay and Combat mechanics using GAS and StateTrees.
Integrating UI using CommonUI and UMG ViewModel.
Setting up systems and pipelines to support scale in a future production phase.
Leading the development team, currently consisting of one additional developer.
As part of Kyrie Studios, I've been working on an upcoming
Unannounced Action RPG title, developed with Unreal Engine 5.
As a part-time Gameplay Programmer,
I've been contributing to different areas of the game, with the main contribution being Combat and AI using GAS and StateTrees.
Additional contributions include UI improvements, and other minor features.
As part of Kyrie Studios, I've been working on an upcoming
Unannounced Action RPG title, developed with Unreal Engine 5.
As a part-time Gameplay Programmer,
I've been contributing to different areas of the game, with the main contribution being Combat and AI using GAS and StateTrees.
Additional contributions include UI improvements, and other minor features.
As part of Kyrie Studios, I've been working on an upcoming
Unannounced Action RPG title, developed with Unreal Engine 5.
As a part-time Gameplay Programmer,
I've been contributing to different areas of the game, with the main contribution being Combat and AI using GAS and StateTrees.
Additional contributions include UI improvements, and other minor features.

PERSONAL PROJECTS

PERSONAL PROJECTS

PERSONAL PROJECTS
CURSED LANDS - PART 2
The next part in my small WIP Open-World RPG portfolio piece in
Unreal Engine 5.
Part 2 includes a playable piece with a full Game-Loop, and while it isn't a part of the whole project, many of the features and systems will be used in the upcoming Part 3.
Part 2 introduces new systems that I've explored and had to pleasure of working with, such as Motion Matching for Animations, fully designed UI using UMG ViewModel, CommonUI, and multiple Lyra plugins, a small AI system using StateTrees (as well as StateTrees for the Gameplay Camera System) and GAS (Gameplay Ability System) for all player/enemy abilities and actions.
CURSED LANDS - PART 2
The next part in my small WIP Open-World RPG portfolio piece in
Unreal Engine 5.
Part 2 includes a playable piece with a full Game-Loop, and while it isn't a part of the whole project, many of the features and systems will be used in the upcoming Part 3.
Part 2 introduces new systems that I've explored and had to pleasure of working with, such as Motion Matching for Animations, fully designed UI using UMG ViewModel, CommonUI, and multiple Lyra plugins, a small AI system using StateTrees (as well as StateTrees for the Gameplay Camera System) and GAS (Gameplay Ability System) for all player/enemy abilities and actions.
CURSED LANDS - PART 2
The next part in my small WIP Open-World RPG portfolio piece in
Unreal Engine 5.
Part 2 includes a playable piece with a full Game-Loop, and while it isn't a part of the whole project, many of the features and systems will be used in the upcoming Part 3.
Part 2 introduces new systems that I've explored and had to pleasure of working with, such as Motion Matching for Animations, fully designed UI using UMG ViewModel, CommonUI, and multiple Lyra plugins, a small AI system using StateTrees (as well as StateTrees for the Gameplay Camera System) and GAS (Gameplay Ability System) for all player/enemy abilities and actions.
CURSED LANDS - PART 1
A small WIP Open-World RPG portfolio piece in Unreal Engine 5 showcasing my Gameplay Engineering skills using latest frameworks (GAS, Gameplay Camera System, Animation and Motion Warping, etc).
Part 1 introduces the core Locomotion and Parkour including movement and traversal mechanics and animations, serving as the groundwork for the upcoming parts of the project.
During this part I've been actively exploring and learning the 3Cs area to create a fun and smooth Gameplay Experience.
CURSED LANDS - PART 1
A small WIP Open-World RPG portfolio piece in Unreal Engine 5 showcasing my Gameplay Engineering skills using latest frameworks (GAS, Gameplay Camera System, Animation and Motion Warping, etc).
Part 1 introduces the core Locomotion and Parkour including movement and traversal mechanics and animations, serving as the groundwork for the upcoming parts of the project.
During this part I've been actively exploring and learning the 3Cs area to create a fun and smooth Gameplay Experience.
CURSED LANDS - PART 1
A small WIP Open-World RPG portfolio piece in Unreal Engine 5 showcasing my Gameplay Engineering skills using latest frameworks (GAS, Gameplay Camera System, Animation and Motion Warping, etc).
Part 1 introduces the core Locomotion and Parkour including movement and traversal mechanics and animations, serving as the groundwork for the upcoming parts of the project.
During this part I've been actively exploring and learning the 3Cs area to create a fun and smooth Gameplay Experience.
EVIL ISLANDS REMAKE (WIP)
An Unreal Engine 5 remake of the demo version of "Evil Islands: Curse of the Lost Soul" by Nival Interactive.
This portfolio piece showcases the ability to create a fully playable larger scale game consisting of many different gameplay systems interacting with each other while keeping the project clean and scalable.
This project showcases usage of UE plugins such as: GAS (Gameplay Ability System), Gameplay Camera System, Mover, StateTrees, CommonUI, UMG ViewModel and more…

EVIL ISLANDS REMAKE (WIP)
An Unreal Engine 5 remake of the demo version of "Evil Islands: Curse of the Lost Soul" by Nival Interactive.
This portfolio piece showcases the ability to create a fully playable larger scale game consisting of many different gameplay systems interacting with each other while keeping the project clean and scalable.
This project showcases usage of UE plugins such as: GAS (Gameplay Ability System), Gameplay Camera System, Mover, StateTrees, CommonUI, UMG ViewModel and more…

EVIL ISLANDS REMAKE (WIP)
An Unreal Engine 5 remake of the demo version of "Evil Islands: Curse of the Lost Soul" by Nival Interactive.
This portfolio piece showcases the ability to create a fully playable larger scale game consisting of many different gameplay systems interacting with each other while keeping the project clean and scalable.
This project showcases usage of UE plugins such as: GAS (Gameplay Ability System), Gameplay Camera System, Mover, StateTrees, CommonUI, UMG ViewModel and more…


UNREAL ENGINE CONTRIBUTIONS

UNREAL ENGINE CONTRIBUTIONS

How to: Set up Primary Data Assets with Asset Manager integration
How to: Set up Primary Data Assets with Asset Manager integration
How to: Set up Primary Data Assets with Asset Manager integration
How to: Set up Primary Data Assets with Asset Manager integration
Community Tutorial

How to: Set up Gameplay Camera System (Experimental) with State Trees
How to: Set up Gameplay Camera System (Experimental) with State Trees
How to: Set up Gameplay Camera System (Experimental) with State Trees
How to: Set up Gameplay Camera System (Experimental) with State Trees
Community Tutorial

How to: Set up Dynamic (Real-time) Animation Retargeting
How to: Set up Dynamic (Real-time) Animation Retargeting
How to: Set up Dynamic (Real-time) Animation Retargeting
How to: Set up Dynamic (Real-time) Animation Retargeting
Community Tutorial

ABOUT ME

ABOUT ME

ABOUT ME


ANTON VASSERMAN
ANTON VASSERMAN
Unreal Engine Gameplay Engineer, open for work, and currently contributing to two studios, Kyrie Studios as a part time Gameplay Programmer and Unspoken Worlds as a Lead Gameplay Engineer.
Ex-Software Engineer from Microsoft, with B.Sc. in Computer Science from HIT and a certified Game Programmer from CG Spectrum.
Gaming and Game Development have been my passion since I've known myself, leading me to transition and pursue my career in the Gaming Industry as a Gameplay Engineer.
Especially fascinated by Story Driven Open-World RPG games, such as The Witcher 3, Cyberpunk 2077, Horizon Forbidden West, Ghost of Tsushima and many more.
Unreal Engine Gameplay Engineer, open for work, and currently contributing to two studios, Kyrie Studios as a part time Gameplay Programmer and Unspoken Worlds as a Lead Gameplay Engineer.
Ex-Software Engineer from Microsoft, with B.Sc. in Computer Science from HIT and a certified Game Programmer from CG Spectrum.
Gaming and Game Development have been my passion since I've known myself, leading me to transition and pursue my career in the Gaming Industry as a Gameplay Engineer.
Especially fascinated by Story Driven Open-World RPG games, such as The Witcher 3, Cyberpunk 2077, Horizon Forbidden West, Ghost of Tsushima and many more.
Technical Skills
Technical Skills
C++
Unreal Engine 5
Blueprints
.NET (C#)
Unity
Microsoft Azure
Typescript
React
GitHub
Azure DevOps
Perforce
Jira
Soft Skills
Soft Skills
Good Communication and Collaboration Skills
Good Communication and
Collaboration Skills
Team Player
Openess to Feedback
Dedication to Quality
Problem Solving
Continuous Learning
Attention to Detail
Time Management
Passion for Games
Filled with Determination

Experience
Experience
Lead Gameplay Engineer
Unreal Engine, C++, Blueprints

Unspoken Worlds


Unutterable
Defender Vulnerability Management
2026 - Present
Gameplay Programmer
Unreal Engine, Blueprints



Kyrie Studios
Unannounced Title
Defender Vulnerability Management
2026 - Present
Fullstack Software Engineer
C#, .NET, Azure, TypeScript
Microsoft
Defender Vulnerability
Management
Defender Vulnerability Management
2023 - 2025
Backend Software Engineer
C#, .NET, Azure
Microsoft
Microsoft
Azure Alerts
2019 - 2023
Teaching Assistant
C, Data Structures
Holon Institute
of Technology
2018 - 2019
Education
Education
Game Programming Diploma
Unreal Engine, C++, Blueprints

CG Spectrum
2024 - 2025
B.Sc. Computer Science
Holon Institute
of Technology
2016 - 2019
© Anton Vasserman 2026. All rights reserved.
© Anton Vasserman 2026. All rights reserved.
© Anton Vasserman 2026.
All rights reserved.
© Anton Vasserman 2026. All rights reserved.
© Anton Vasserman 2026. All rights reserved.

UNREAL ENGINE CONTRIBUTIONS

UNREAL ENGINE CONTRIBUTIONS

How to: Set up Gameplay Camera System (Experimental) with State Trees
Community Tutorial