Job Omondiale

Gameplay and tools programmer. Unreal Engine, C++, Blueprints.

I build the systems, then the editor tools that let designers use them without me.

2021 building games · 10 projects released · 24 in-house plugins · 9 largest team · BA falmouth, 2025

Cut a level's texture memory by a third. Before: One level reported 1.3 GiB of textures. 79% of the project's 2,421 textures were uncompressed, and loading any enemy pulled in the whole player and its UI. After: Audited every texture by asset-registry tag, capped the worst offenders, then untangled the Blueprint casts holding the player in every AI's load chain.

Killed the recompile-to-tune-a-number loop. Before: Every balance tweak needed a programmer and a recompile. Half an hour of dead time for QA. After: Runtime console. Reflection-based command parsing, type validation, fuzzy autocomplete, stripped from shipping builds.

Held framerate through 200+ actor combat. Before: Spawn-heavy encounters dropped 60 FPS to 15. Allocation churn, not draw calls. After: Generic actor pool with editor warm-up config, a runtime monitor and thread-safe async loading.