Ronaldo Cala.

Tirana, Albania · Remote & relocation

Ronaldo Cala.

Senior Unreal Engine Developer & Game Designer

I design combat and build the systems behind it. GAS-driven melee, enemy AI and animation integration, with a shipped Steam game and hands-on team leadership.

Available for Unreal development, gameplay and game / technical design.

Ronaldo Cala portrait
Since 2020
Game design & development
Steam
Shipped Carnival of Souls
AA RPG
Fatebound combat prototype
UE5
C++ · Blueprints · GAS

Featured Work

Combat, gameplay & a Steam release

Selected Work

Tools, simulation & independent products

Delivered training productsUnreal Engine Developer / Project Development LeadOctober 2023 – October 2024

Training & Simulation at The Learning Network

Led development on three of four training products spanning replicated firefighter sessions, Quest VR, touchscreen machinery and mobile AR.

Unreal EngineBlueprintsReplication
Read case study
releasedPlugin Author / Unreal Tools DeveloperUnreal editor tooling

BlueprintInspector & BlueprintScribe

Unreal editor tools that make Blueprint and asset structure available to scripts and AI-assisted development workflows.

C++Unreal EditorJSON
Read case study
Active development · iOS betaProduct Owner & Mobile DeveloperCurrent independent project

CycleFit

Independent menstrual-cycle-aware fitness product. Product direction and mobile development across workout planning, session recovery and progress.

React NativeExpoSupabase
Read case study
Active independent productProduct Owner & Full-Stack DeveloperCurrent independent project

Gjej-Bej

Independent community-events platform: event discovery, participation workflows, organizer tools and notifications across mobile and web.

React NativeExpoSupabase
Read case study
Production mobile applicationLead React Native Developer at RubiconOctober 2020 – October 2023

Pago — React Native Mobile Engineering

Built the original mobile app and led its implementation as the team grew: payment and card workflows, native integrations and production releases.

React NativeNative BridgesState Management
Read case study
Past client engagementProject Manager & Lead Client ContactDuring Tika tenure, ending July 2026

Inventive Studios — Client Production

Client relationship and production management for custom MetaHuman and 3D animation deliverables at Tika Studios.

Production PlanningClient CoordinationDeliverable Review
Read case study

About

From combat design to playable systems, from a prototype to a Steam release.

Combat is my strongest area: the decisions behind an attack, the timing of a combo, and how abilities, animation and enemy behavior work together. I designed and implemented Fatebound's melee combat through its internal prototype stage and helped bring Carnival of Souls to Steam. My work spans C++ and Blueprints, multiplayer, editor tools and hands-on production leadership. Alongside games, I'm developing CycleFit and Gjej-Bej as independent mobile products.