LHLUCAS
HOELZLEUNREAL ENGINE DEVELOPER
CV (EN)
/
JUNIOR UNREAL ENGINE DEVELOPER

PLAYABLE BY DESIGN.

I’m Lucas. I build gameplay systems with Blueprints and turn ideas into playable Unreal Engine prototypes.

+ BASED IN PORTUGAL · OPEN TO REMOTE
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IN-ENGINE FOOTAGE
UE UNREAL ENGINE 5BLUEPRINTS✳GAMEPLAY SYSTEMS✳UMG / UI✳PCG & NIAGARA
GAMEPLAY & THE LOGIC BEHIND IT

See the work. Understand the systems.

60 SEC / SHOWREEL

Three prototypes. One quick look.

Real gameplay from three projects, with original Core Escape Blueprint captures. English titles, optional Portuguese subtitles and no audio.

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1:58 MIN / CORE ESCAPE BLUEPRINTS

Core Escape. Under the hood.

Original editor captures explain Structures, Data Tables, Event Dispatchers, Enum / Switch, Timers, Timeline / Lerp and SaveGame. English explanations, Portuguese subtitles and no audio.

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Read the technical explanation

00:10 / Structure: ST_GameConfig groups TimeLimit, RequiredCores, RequiredTerminals and DoorOpenTime.

00:18 / Configuration: LoadGameConfig reads the Default row of DT_GameConfig. Break ST_GameConfig exposes each field; Row Not Found has a debug message.

00:28 / Terminal event: Interact passes through Do Once and calls OnTerminalActivated. At 00:37, the GameMode binds terminal instances with For Each Loop; the handler registers progress. Core pickups use OnCoreCollected in the same way.

00:56 / Enum and Switch: the development diagnostic routes Waiting, Playing, Won and Lost through Switch on E_GameState to distinct debug messages.

01:08 / Countdown: Set Timer by Event repeats every second. CountdownTick reduces TimeRemaining; at zero the captured iteration clears the timer, sets Lost and checks the state.

01:20 / Door: Timeline Alpha drives Lerp (Vector) between ClosedLocation and OpenLocation. Update applies Set Relative Location to the Door component.

01:32 / Settings: the options widget copies the slider value to SG_CoreEscapeSettings and calls Save Game to Slot. The editor screenshots are development snapshots; the final gameplay follows at 01:44.

Explore the full project
01 / SELECTED WORK

From logic to play.

Real prototypes. Real gameplay. A look at what I’ve been building.

03 / PROJECTS
Velocity Rivals — real project screenshot/02Work in progress · v0.1GAMEPLAY01:11
Driving / Environment2026

Velocity Rivals

An off-road driving prototype set in a sculpted desert. Vehicle gameplay, boost feedback, procedural scenery and Blueprint-triggered VFX.

BlueprintsPCGLandscapeNiagara
Explore project
First Person Gameplay — real project screenshot/03Playable learning prototypeGAMEPLAYPREVIEW
Gameplay / Foundations2026

First Person Gameplay

A progressive Blueprint learning project. Platforms, interaction, damage, checkpoints, respawn and HUD come together in a playable first-person level.

BlueprintsTimelinesEnhanced InputUMG
Explore project
02 / THE TOOLKIT

Under the hood.

Skills grounded in the projects above.

01

Gameplay programming

Reusable Actors, input, interaction, objectives, timers and state management. Practised in Core Escape and First Person Gameplay.

BlueprintsEvent DispatchersEnhanced Input
02

UI & persistence

Interfaces that communicate game state. Menus, health and objective HUDs, replay screens and saved audio settings.

UMGSaveGameGameInstance
03

World & effect integration

Terrain sculpting, route layout, procedural rock and vegetation placement, and Blueprint-triggered Niagara effects.

LandscapePCGNiagara
BLUEPRINT VISUAL SCRIPTINGUE5
Core Escape GameMode Event Dispatcher Blueprint capture
Event Dispatchers · Core Escape
REAL PROJECT CAPTURE ↗
03 / THE DEVELOPER
Lucas Hoelzle
Lucas HoelzleJunior Unreal Engine Developer lukyi124 LinkedIn

Learning by building. Improving by doing.

I’m Lucas Hoelzle, a self-taught junior Unreal Engine developer based in Portugal. I learn through hands-on projects: starting with a single mechanic, understanding the Blueprint logic, testing it, and connecting it to a bigger experience.

My focus is gameplay programming and systems integration. I’m looking for a remote junior opportunity where I can contribute, learn from experienced developers and keep improving with a team.

FOCUSGameplay & Blueprints
LOOKING FORJunior · 100% remote
04 / NEXT CHAPTEROpen to junior opportunities

LET’S BUILD WHAT’S NEXT.

Looking for a junior Unreal Engine developer who learns by building? Let’s talk.

PORTUGAL · 100% REMOTE