Hi everyone — I’m Bruno, based in Sapporo, Japan.
I build Unreal Engine tools and editor extensions that make teams faster:
- C++ editor modules & Slate UI
- Asset/import/export pipelines
- Anti-cheat heuristics & integrity checks
- SQLite data layers & save/load systems
- Profiling/optimization & CI utilities
I also assist with gameplay when needed, but my specialty is custom tooling.
Example Work (screenshots attached):
A fully custom Pillar/Column Generator built with Geometry Script + Texture Graph:
- Generates procedural geometry (no base meshes, fully mathematical)
- Applies procedural surface maps & damage states
- Exports finished Static Mesh assets from inside the Unreal Editor
- Demonstrates deep knowledge of UE tooling ecosystem + procedural R&D
R&D Focus:
- Procedural geometry & Texture Graph workflows
- SCUE5 Anti-Cheat Suite (Linux-native + Proton-aware)
- Procedural Generators (Pillars, Rocks, Cliffs, Buildings – rolling releases)
Plugin history (selected):
- USQLite, Savior System, Magic Nodes, UFSM (FSM), Object Pool
- Procedural Generators series (2025–2026 roadmap)
Availability:
- Remote preferred (async collaboration OK, any time zone)
- Open to temporary, contract, or permanent roles
- Flexible hours & per-project compensation
Contact:
LinkedIn: linkedin.com/in/bruno-xavier-xbl
Portfolio: thehokkaidohideout.com
Email: bruno_xavier_@msn.com
Thanks — I look forward to new opportunities!