Vladimir Chavdarov
Tools and Gameplay Programmer
Vladimir Chavdarov
Tools and Gameplay Programmer
My name is Vladimir Chavdarov and I am an aspiring Game Developer with passion for code.
🧑💻I am a C++ Developer, focused on Tools and Gameplay
🎓Currently studying Game Technologies at Breda University of Applied Sciences
✨Has a soft spot for Game Design, TTRPGs and Literature.
💪Currently open for junior roles starting from June 2026!
Are you in a hurry? Check out my Resume or some of the highlights below:
Pepi Engine is a custom engine built for RTS games. It includes an editor with an abundance of tools like Terrain Editors, Finite State Machine and Behavior Tree Editors, Custom UI tools and a Custom DX12 Renderer. The Engine was used to make Owlet.
🔧Engine/Language: C++
⏳Duration: Nov. 2023 - Apr. 2024
👥Team Size: 7-8
🙋Role: Tools & Engine
💻Contributions: Terrain Editor | Terraforming & Texturing Tools | Engine Pipelines | ImGui | EnTT | Cross-platform Development
"Oh Bugger!" is a singleplayer first-person shooter where you take on the role of a blue-collar mech, exterminating hordes of alien bugs on an infested luxury resort in space.
🔧Engine/Language: Unreal Engine 5, C++
⏳Duration: Sep. 2024 - Jun. 2025
👥Team Size: 21-23
🙋Role: Tools & Gameplay, Tech Lead
💻Contributions: QA Pipelines | Custom Unreal Editor Tools | Extending and Fixing Commercial UE Plugins | Optimization
I have always had a soft spot for RTS games and in the past 6 weeks, I had the opportunity to develop a tool similar to WarCraft III's World Editor from 2002. The video above shows the main features of my Map Maker. I managed to make the main terraforming brushes...
In order to develop "Project: Pest Control", a 21-person team had to work in cohesion together on one project. In UE5, one of the most common ways of looking for a specific file is simply using the search bar in the Content Browser. However, when you have dozens or hundreds of, let's say, Blueprints, you can't possibly remember the name of each in order to search effectively. That's why we use prefixes...