I’m Robin Smekens, a Senior Gameplay Engineer with over 6 years of professional experience developing gameplay systems games using Unreal Engine.

My work focuses on building responsive player mechanics and scalable gameplay architecture. From traversal and combat systems to AI behaviors and performance optimization. I enjoy tackling complex technical challenges that directly shape player experience, whether that’s designing animation-driven movement systems, implementing networked gameplay features, or optimizing systems for live production environments.

Throughout my career I’ve contributed to large-scale projects including multiplayer and live-service titles, where collaboration across design, animation, and engineering teams is key. I’m passionate about creating systems that are not only fun and responsive but also robust, maintainable, and production-ready. I thrive in teams where engineering and design closely collaborate to push gameplay quality forward.

I also develop games independently in my free time, shipping complete experiences such as Transilio on Steam handling everything from ideation to release under the name Moonbreak.

Currently open to senior gameplay engineering opportunities where I can help shape player-facing systems and mentor other engineers.

In my free time, I enjoy playing games, reading, bouldering, and staying active outdoors usually with my dog by my side.