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ChristopherJepson/README.md

Hi there, I'm Christopher! πŸ‘‹

Build & Tools Engineer | Game Build Automation | Unity β€’ Unreal Engine 5 | C++ β€’ C# β€’ Python

I build the pipelines, tools, and automation systems that keep game projects clean, consistent, and production-ready. My work sits at the intersection of game engine architecture and build engineering β€” I ship game projects specifically to design, test, and optimize the CI/CD workflows that support them.

The pipeline is the product.


πŸ› οΈ What I'm Building

Game CI/CD Pipelines & Build Automation

  • Space-Survivor (Unity 6 LTS / C#) β€” Shipped Unity 2D arcade engine with integrated shift-left CI/CD pipeline: custom Python linter, Git pre-commit framework, GitHub Actions workflows, and versioned releases (Alpha β†’ Beta β†’ Gold). The pipeline enforces code quality gates before every commit reaches the build.

  • Void-Command (Private β€” available on request)
    (Unity 6.3 / C# / HLSL / Wolfram Language) β€” Procedural content generation framework and orbital physics simulation. Wolfram Language used for external mathematical derivation of probability curves and loot table distributions, feeding pre-processed data into the runtime rather than computing it in-engine. Contact me via LinkedIn to request access.

Engine Systems & Technical Engineering

  • Kepler-Orbits (UE5 / C++) β€” Custom N-body gravitational physics simulation built from scratch in Unreal Engine 5 C++. Implements a bespoke UOrbitalMovementComponent with documented scalability path to Unreal's Mass Entity ECS framework for production-scale environments.

  • Tech-Art-Tools (UE5 / Blueprints) β€” Editor utility toolkit for UE5: Batch Renamer with auto-indexing, Smart Wall procedural placement using Instanced Static Meshes for single draw call rendering, and Spline Cable Generator for real-time mesh deformation along procedural paths.

Architecture & Systems Design

  • UE4-TurnBased-MMORPG-Network-Theory (UE4 / Java Spring / draw.io) β€” Architectural documentation and network protocol design for a synchronized turn-based MMORPG system. Defines a three-layer architecture: Chronicle JSON schema for state serialization, Narrative Aggregator for bandwidth optimization through conditional payload filtering, and Sequence Director for temporal synchronization across clients. Includes UML use case diagrams, system flowcharts, and data schema documentation β€” demonstrating pre-implementation architecture design discipline directly applicable to build pipeline system design.

AI-Integrated Development Pipeline Built and evaluated a multi-layer agentic development pipeline:

  • Local LLM inference server (Ollama / qwen2.5-coder-32k) served over internal network, integrated with Cline in PLAN mode for architecture analysis and code review
  • Documented Cline ACT mode file-traversal limitation and migrated orchestration to Claude Code CLI β€” verified through Go web application delivery (iCal integration + SQLite3 schema implementation with passing tests)
  • Multi-AI project management: Claude Projects for task guidance and status tracking, Gemini for scope adherence and milestone management

πŸ’» Tech Stack

  • Game Engines: Unreal Engine 5, Unity 6 LTS
  • Languages: C++, C#, Python, Go, Java, HLSL, Wolfram Language
  • Pipeline & Automation: GitHub Actions, Git Hooks (pre-commit), Custom Python Linters, CI/CD Build Automation, Versioned Release Management
  • AI & Agentic Tooling: Claude Code CLI, Ollama, Cline, Local LLM Inference Infrastructure
  • Infrastructure: Docker, Proxmox VE, PostgreSQL, Linux Administration
  • Additional: Niagara VFX, Procedural Content Generation, Instanced Static Meshes, VR/XR UI (TextMeshPro World Space)

🎲 Beyond the Screen

When I'm not building pipelines or shipping projects:

  • Running Campaigns: Dungeon Master and player for Dungeons & Dragons
  • Hardware Tinkering: Built a Raspberry Pi 5 home automation solution using Sunshine and Moonlight for family board game nights

πŸ“« Let's Connect

Actively seeking Build Engineer, Tools Engineer, Tools Programmer, and Build & Release Engineer roles in the games industry β€” remote preferred.

"The pipeline is the product."

Pinned Loading

  1. Space-Survivor Space-Survivor Public

    Unity 2D game

    ShaderLab

  2. Tech-Art-Tools Tech-Art-Tools Public

    A collection of Unreal Engine 5 tools designed to accelerate level design workflows, automate repetitive tasks, and optimize asset management.

  3. Kepler-Orbits Kepler-Orbits Public

    A Unreal Engine 5 Project

    C++

  4. UE4-TurnBased-MMORPG-Network-Theory UE4-TurnBased-MMORPG-Network-Theory Public

    Architectural documentation and network protocol schemas for a synchronized Turn-Based MMORPG system (UE4 Client / Java Backend).

  5. Love_suite Love_suite Public

    LΓ–VE 2D game

    Lua

  6. StarCatcher StarCatcher Public

    Defold 2D game

    Lua