Bogdan Panov

Bogdan Panov

Gameplay & Software Programmer | Core: C++/Unreal Engine | Additional: C#/Unity

Gameplay Programmer with 4+ years of professional experience in Unreal Engine and Unity across AAA and AA projects, combining strong technical expertise with collaborative experience, including commercial releases on Steam, teaching, a passion for electronics, creative tool-making, and full-cycle development from concept to release.

Working Experience

Prism Studio
January 2024 – October 2025
Heptic Arena
Heptic Arena

Third Person PvPvE Arena Shooter

  • Built systems with game-designer convenience in mind—data-driven settings, clear editor controls, and Blueprint-ready hooks—so designers could tune mechanics without code changes.
  • Worked closely with Artists and 3D modelers to align VFX/SFX, meshes, and level props with gameplay needs, iterating quickly to achieve the strongest visual and experiential impact.
  • Implemented the team interface and scoring logic, including a fully replicated scoreboard that stays consistent across clients even in edge cases(considering reconnect & late-joins).
  • Created placeable objects (turrets, flamethrowers, walls, landmines) with authoritative multiplayer replication and GAS-driven effects for damage, status, and cooldowns.
  • Developed AI for portable turrets (Behavior/target selection, friend-or-foe reactions to mobs and teammates, reload cycles, and a GAS-backed health system), ensuring reliable performance in networked play.
  • Integrated animations into gameplay (hit reactions, weapon recoil, knockback, revive animations) so combat feedback felt responsive and synced across the network.
  • Added jump pads and throwable explosives with adjustable trajectories, enabling creative horizontal and vertical throws that replicate cleanly.
  • Built a context-aware sound system (footsteps and weapon audio reacting to surface/material types) for stronger spatial and material feedback.
  • Implemented a match replay system for reviewing sessions and validating gameplay changes.
  • Created water volumes that slow movement proportionally to depth, enhancing immersion and tactical choices.
  • Delivered knockdown and teammate revive mechanics with smooth state transitions, animation syncing, and robust replication.
  • Designed a clean API for other programmers—modular functions, clear interfaces, and safe defaults—plus full documentation and examples for each feature to speed adoption.
  • Integrated automatisation Python scripts for name conventions inside assets menu in Unreal Engine
  • Applied advanced optimization techniques using Unreal’s profiler, network insights, and memory tools to detect bottlenecks, debug replication issues, and fine-tune systems for scalability.
  • Using PlasticSCM, TeamCity and BugSplat.
  • Refactored and inspected code regularly to improve maintainability, ensure consistency, and adhere to AAA programming practices and performance standards.
Polish-Japanese Academy of Information Technology
October 2023 – January 2024
Aviators
Guest Lecturing
  • Delivered a guest lecturing program on Unreal Engine (on behalf of Chronospace at PJATK), focused on C++ and Blueprints for gameplay development once a week.
  • Prepared and presented lectures based on official Unreal Engine guidelines, covering core topics such as materials, collision handling, Blueprint scripting, and C++ code structure.
  • Introduced students to fundamentals of programming in Unreal, including variables, properties, math functions, movement systems, and basic gameplay logic.
  • Designed complex practical assignments to reinforce lectures.
  • Created grading rubrics and rating criteria for projects, aligning evaluation with both technical execution and creative design.
  • Mentored students on their personal semester game projects, assisting with technical challenges, debugging, and integrating assets and mechanics into their games.
  • Encouraged best practices in gameplay programming, optimization, and collaborative workflows, preparing students for real-world game production pipelines.
Chronospace
September 2023 – January 2024
Aviators
Aviators

An educational adventure game about Polish air personnel during World War II.

  • Developed multiple minigames including an animation-morph–based cable-connection puzzle where players match cables to the correct colors.
  • Implemented full gamepad controls adaptation across UI menus and minigames, polishing visuals such as hints, icons, and feedback for an intuitive player experience.
  • Integrated complete sign language support into the game, displaying synchronized video fragments of sign language actors alongside narration for full accessibility.
  • Designed and integrated an educational journal system, including a custom Python tool leveraging the ChatGPT API to automatically translatr CSV data tables and .po localization files to target languages, with automated import into Unreal Engine.
  • Implemented core gameplay systems such as save/load functionality, interactable objects, and a settings menu with user-configurable options.
  • Built a voiceover and subtitle system to support multilingual narration and improve accessibility.
  • Adjusted NPC behaviors and animations to make the game world feel more alive and immersive.
  • Contributed to gameplay mechanics realisation, ensuring smooth integration between features and assets.
  • Performed code refactoring and optimization to improve maintainability, readability, and performance.
  • Used Perforce source control to manage versions, collaborate on assets, and maintain stability across the team’s development pipeline.
Show letter of recommendation
Aidlab
3 Months Contract | June 2023 – August 2023
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GameINN

Experimental emotion tracking project that involved medical device monitoring. Contract based

  • Worked on an AI-driven emotion detection feature used during gameplay sessions for deeper games playtests(Shows detailed infographics on when and what emotional state player had while playing different games).
  • Integrated the body-tracking device with the application by implementing data fetching and transfer to the Health Application and later to AI analysis module.
  • Ensured reliable data flow with basic buffering, error handling, and synchronization for smooth emotion output in the UI.
  • Collaborated with the team to align data formats and update timing, so emotion results were displayed correctly in the application.
Show letter of recommendation
CyberBadge
March 2023 – June 2023
cyberbadge
Founder & Developer (B2B Business)

My business activity registered in Poland(B2B worker) that is focused on electronics(LED display matrix) production

  • Designed, developed, and sold the CyberBadge product, a customizable LED display controlled by users, targeting B2B and marketing use cases.
  • Created the visual and electronics design, optimizing the hardware layout and improving efficiency of the device.
  • Implemented and maintained the firmware communication layer (Bluetooth/Wi-Fi), ensuring reliable connectivity between the badge and the controlling application.
  • Enhanced the companion mobile application, adding features such as real-time LED matrix drawing and a draw editor UI for custom designs.
  • Delivered new product functionalities through iterative development, guided by direct client feedback and testing.
  • Managed B2B outreach and marketing, finding clients, presenting product capabilities, and ensuring product-market fit.
  • Provided full-cycle delivery: from prototyping and hardware optimization to software updates and customer support.

See Website

See Mobile Application GitHub project

See Hardware GitHub project

PixelAnt Games
4 Months Contract | December 2022 – March 2023
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Hardware Development Contract

My first client project, completed part-time alongside my main role at BoomBit. What started as a hobby in electronics and hardware quickly grew into a real, ready-to-sell product delivered to PixelAnt.

  • Delivered 10 customized CyberBadge devices tailored for PixelAnt Games’ needs at conferences and gaming events, designed to attract attention with vivid RGB LED displays.
  • Enhanced the electronics design to support full RGB color output and ensure reliability in event environments.
  • Created 3D-printed casings to securely house batteries and electronics, providing both durability and aesthetic appeal.
  • Conducted stress testing and quality assurance on each device to guarantee high performance and robustness under heavy use.
  • Provided creative hardware solutions that balanced functionality, portability, and visibility for marketing impact.
Boombit
August 2021 – February 2023
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Darts Club
  • Collaborated with designers to update and polish UI, adding new menus such as daily rewards roadmap, inventory, and matchmaking.
  • Built an inventory and character customization system linked to Google Sheets, allowing seasonal content (e.g., summer items) to be updated live without app updates.
  • Integrated PlayFab to manage player data and item storage, maintaining unique IDs for each item.
  • Assisted in transitioning the game from 2D to 3D, ensuring strict mobile performance optimization using the Unity Profiler.
  • Focused on optimization and FPS improvements, carefully profiling and refactoring code to meet mobile platform constraints.
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Bowling Club
  • Adapted the game to the team’s SDK and shared base code structure for club games.
  • Extensively used DoTween for UI animations and splash effects (e.g., strike, splash screens).
  • Developed a layer adjustment tool for game designers, enabling scalable and customizable bowling pin setups.
  • Implemented and polished the in-game settings menu.
  • Worked with PlayFab to set up user accounts, scores, and item storage.
  • Maintained clear documentation for every feature and tool, ensuring smooth handover and future scalability for our programmers department.
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Baseball Club
  • Created engaging text UI animations using DoTween.
  • Polished the baseball aiming minigame, improving mobile input handling, UI visuals, and Unity particle system effects.
  • Worked on introducing new playable characters and customizable items to enhance player engagement.
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Prototypes
  • As a junior developer, created 20+ prototypes for social platforms such as Instagram, Facebook, and TikTok.
  • Designed and tested gameplay concepts to determine CPI (cost per install) and further developed the most successful games.
  • Configured advertisement systems and in-app purchases for multiple prototype titles.
  • Collaborated with art, technical art, UA, and game design teams to create engaging, experimental concepts.
Show letter of recommendation

Education

University of Adam Mickiewicz (UAM) in Poznań
September 2020 – June 2022
UAM campus
Computer Science

Average grade ≈ 4.0

  • Focus: Software Engineering, Game Development and Artificial Intelligence
  • Relevant courses: Algorithms & Data Structures, Artificial Intelligence, Software Engineering, Game Development Programming, Computer Vision, Linear Algebra and Geometry

Personal Projects

darkera
Dark Era

Space strategy

  • Sole developer — all programming and systems implemented independently.
  • Focused heavily on materials, VFX, and shader programming to define the game’s visual style.
  • Managed the full release cycle on Steam, including deployment, patching, and publishing tasks.
  • Conducted open testing sessions, collected feedback, and executed major bug-fixing iterations.
  • Designed scalable gameplay systems using GAS and datatable-driven parameters for flexible mechanics.

See GitHub project

hw
Hitchhike Wars

Multiplayer Shooter

  • Solo programmer, leveraging online assets to focus on multiplayer gameplay development.
  • Established game sessions with Advanced Multiplayer Sessions plugin, enabling Steam peer-to-peer connections, lobbies, and password-protected rooms.
  • Created character selection with full replication across clients.
  • Developed a replicated inventory and pickup system synchronized for multiplayer gameplay.
See GitHub project
hellway
Hellway

Roguelike

  • Co-developed with another programmer, game released under my Steam publisher account.
  • Adapted the project for Steam distribution.
  • Implemented combat mechanics and a persistent save system.
  • Built a skills and character development system with progression elements.
  • Developed boss fight mechanics to enhance challenge and pacing.
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Wolf Adventures

Interactive novel

  • First solo Steam release — all programming and systems developed independently.
  • Created an extensive choice-based narrative system, supporting in-game branching events and localization.
  • Integrated Steam achievements to support player engagement.
  • Designed maps and a travel system for structured progression.
  • Implemented settings and full game progress saving via binary file storage.
See GitHub project

Certificates

mc
Unreal Engine 5 C++ Multiplayer Shooter

Comprehensive C++ course that explains Unreal Engine multiplayer, how to optimize multiplayer game for the best performance. Lag compensation techniques such as client-side prediction and server-side rewind