Hey, my name is Michał Ogiński, and I'm an Unreal Engine Programmer. I write most of my code in C++, but I am still familiar with scripting in Blueprints.
Throughout my recent work, I have mainly focused on Gameplay, UI and Systems Programming with a fair bit in AI and Level Design. I have good knowledge of Gameplay Ability System and networking in Unreal, recently i starterd my quest to create a big game in my favourite genre which is Top Down Action RPG.
February 2024 - Now
August 2022 - January 2024
As an FQA Tester at Keywords Studios, I focused on functionality and regression testing, ensuring game stability and performance. I also provided detailed feedback to developers. I contributed to projects such as Tchia, Harold Halibut and Immortals of Aveum.
October 2020 - March 2024
At the University of Silesia, I developed a strong foundation in game development, programming, and AI. My thesis focused on rewarding players through game design decisions and scalable algorithms. I drew my inspiration from Diablo 2 and Path of Exile to balance player satisfaction and progression. I graduated with distinction.
8 months work experience using Unreal Engine 4 Editor, 3 years personal experience working with Unreal Engine 4/5 with both C++ and Blueprints.
3 years personal experience programming in C++, mostly in Unreal Engine.
2 years work experience working with Jira/Jaas/TestRail.
3 years personal experience using Git with console/GitHub Desktop.
8 months work experience with perforce, 1 year personal experience with managing/hosting Perforce server and using Perforce.
Small personal experience programing in these languages, using it mostly for University.
Here are some projects that I work on right now, some recentely finished and others from my beginning. Feel free to check them out.
Obsidian is a project that aims to provide a platform for implementing various systems from my beloved Hack and Slash/ARPG genre. As of now I've done Attributes, Damage Calculations with various buffs/debuffs and mitigations, Basic Abilities (Ranged, Melee, AoE), Basic AI Setup (Melee Zombie, Ranged Archer, Mage, and Melee Boss with 2 phases), robust Health Bar System for Player and Enemies, Buffs/Debuffs display on Health Bar and UI and Grid Inventory System Prototype. I'm using Gameplay Ability System, CommonUI and Gameplay Message Subsystem plugins with plans to integrate Mass Entity for AI.
Project from my Engineering Thesis done in Unreal Engine 5 using Gameplay Ability System, with own Inventory/Equipment, Leveling and Loot Systems, Pick up and Input Systems inspired by LyraSampleGame and complete Soulslike UI. Theme for the Thesis was implementing Loot System with scaled rewards based on various factors like hero/enemy level, area level etc.
Multiplayer Arena Shooter that consist of solo and team deathmatch as well as capture the flag gamemodes. This project showcases networking in Unreal Engine using C++ with client side prediction, validation, projectile prediction and server side rewind implementation.
Game made as part of 48 hour version of GGJ 2023. It is a simple take on a platformer. I was responsible for the entire game's logic and level design.
Implementation of Lyra Input System that uses GameplayTags instead of Integers and supports GAS Gameplay Abilities with different types of activation (press, hold, onspawn);
Practice Range Game with Kinect support;
Multiplayer Lobby Plugin that manages creating and Joining Sessions using Steam Online Subsystem.
I'm happy to connect, you can always reach me via email mic.oginski@gmail.com or