Computer programming student · Bulgaria
I ship Unreal Engine 5 gameplay in C++ and production web apps with React, TypeScript, and Firebase.
I'm a programming student at Coding Burgas. I split my time between gameplay programming in Unreal Engine 5 and full-stack web development — the same mindset in both lanes: systems that survive real players and real users, not just demos.
On the game side I lean on C++ for combat, AI, and modular frameworks. On the web side I build and operate NikkChat — a production PWA with realtime messaging, WebRTC calls, and client-side encrypted media, backed by Firebase (public GitHub case study; source private).
- Currently working on: UE5 third-person combat prototype (C++) · ongoing NikkChat product work
- Currently learning: animation and AI in UE5 · web security and realtime systems at scale
- Open to: internships and junior roles in gameplay programming, game tools, or full-stack / product engineering
- Based in: Bulgaria (UTC +2 / +3)
Game dev · C++ gameplay and AI · animation integration · clean engine-facing architecture
Web dev · React + TypeScript · Firebase (Auth, Firestore, RTDB, Storage) · WebRTC · Web Crypto · PWA
Both · shipping, reading codebases, and tradeoffs you can defend in review
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Souls-inspired third-person combat in Unreal Engine 5 with C++ only for combat, AI, and core systems (no Blueprint logic in those layers). Highlights: combos with anim-notify damage · dodge with i-frames · modular health/stamina · enemy AI (chase, strafe, attack pacing, hit reactions) · pickups/inventory · multiple gameplay variants sharing one framework.
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Production messaging app (PWA): realtime chat, WebRTC voice/video, client-side AES-GCM for media, collections, Firebase backend. Behaves like a serious chat product, not a tutorial. Repo: public case study + docs + brand — full source is private. Live app is at nikkchat.com.
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When I'm not coding I'm usually playing the games I want to one day help build — Elden Ring, Dark Souls, Sekiro, DMC, and anything with deep combat. I read everything I can about how those games are built under the hood, from GDC talks to engine source.
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