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Nicholas Reardon

Gameplay and Systems Programmer focused on Unreal Engine, C++, modular gameplay architecture, and designer-friendly content workflows.

I build modular gameplay systems in Unreal Engine, with a focus on where state lives, how systems communicate, and how designers author content without needing new systems code.

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Gameplay systems built around how people actually author content.

My strongest work comes from Tethered, a Lyra-based Unreal Engine action rogue-lite prototype, and from game jams where I build gameplay systems, traversal mechanics, and small authoring tools under real production pressure.

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