About Me

Hello! I’m a gameplay programmer and aspiring rendering programmer with a focus on systems that feel responsive, fluid, and fun. My background mixes Computer Science fundamentals with hands-on experience designing and coding full gameplay loops from prototype to polish.

I’ve built action platformers, AI behavior trees and finite state machines, as well as physics-driven mechanics using GameMaker Studio 2 and Unreal Engine 5. My goal is to make gameplay feel smooth and fun to players.

Lately I’ve been working my way towards rendering and graphics programming. Writing a post-processing shader for The Long Second and The Sruvivors (in dveelopment) were a few times that I had to think about the gameplay frame as something I build rather than something the given to me by the game engine. My hope is to go further in this field of game engineering and development.

A part from making and playing video games, I love cooking and trying out new dishes. I have a knack of experiencing new flavors and learning different recipes. I also enjoy meeting new people as well as exploring different cultures. During my pasttime, I love discussing and reading philosophy books.

Khalid Chilipachi

Skills & Technologies

Game Engines

Unreal Engine 5 (C++ / Blueprints), GameMaker Studio 2

Programming Languages

C++, GLSL, GML, Java, Python

Gameplay & Systems

Combat / Combo Systems, Physics, AI & Pathfinding, Camera & Animation Systems

Tools & Pipelines

Git, Perforce, Jira, Visual Studio Code

Development Strengths

Gameplay Programming, Systems Design, Optimization, QA Workflows, Technical Writing and Documentation

Soft Skills

Collaboration, Adaptability, Attention to Detail, Multitasking, Problem Solving