Gameplay systems • AI • multiplayer

Moe Savari

Gameplay Systems Engineer & Independent Game Developer

I build readable, reactive game systems in Unreal and Unity—from server-authoritative multiplayer and AI directors to inventory, UI, and the little moments that make a game feel alive.

Flagship project • MVP complete

Haunted Heists

Steal valuables from haunted properties. Survive what notices. Get out before the house decides you belong there.

Pre-alpha polishing
Haunted Heists title screen showing a panicked thief hiding from a ghost STEAL. SURVIVE. GET OUT.

A server-authoritative cooperative horror game where greed drives the threat. Players break in, steal loot, manage panic, and escape while an adaptive Director turns the house against them.

1–6Player co-op
UE5C++ & Blueprints
AIAdaptive Director
  • Complete vehicle-to-break-in-to-extraction gameplay loop
  • Ghost state machines, perception, investigation, and chase behavior
  • Panic, House Activity, dynamic scares, loot, inventory, and mission results

Selected work

Projects & Case Studies

Production systems, experimental tools, and long-form design work.

Unity / C#Systems & tooling

Soul Snatched: Ginger Edition

A 2D village-defense ARPG with morality, soul siphoning, wave survival, equipment, and a custom React/Node content pipeline feeding game data into Unity.

  • Day/night and wave orchestration
  • Reputation, vendors, equipment, and dynamic UI
  • External content-authoring dashboard
View case study
Game designWorld architecture

Echoes of Genesis

A systems and narrative design case study exploring specialization-driven classes, readable encounters, diegetic interfaces, and a scalable multi-title universe.

  • Class and specialization frameworks
  • Encounter and faction readability
  • Worldbuilding delivered through systems
View case study

Commercial experience

Shipped Titles

Gameplay and systems programming contributions as part of the Red Meat Games team.

01

Sentience

Online multiplayer team strategy game.

Steam ↗
02

Bring to Light

First-person survival horror.

Steam ↗
04

Finding Heidi

Cross-platform narrative adventure.

Nintendo ↗

About

Systems first. Player experience always.

I’m a gameplay systems engineer and independent developer with more than seven years of Unity and Unreal experience. I specialize in AI, multiplayer gameplay, UI flows, progression, and turning ambitious designs into maintainable systems.

I’m currently leading Haunted Heists from concept through production under EmberForge Studios.

Core Focus

  • Unreal Engine 5
  • C++
  • Blueprints
  • Unity
  • C#
  • Multiplayer
  • Gameplay AI
  • UI / UX
  • Systems Design
  • Optimization