Ronaldo Cala.

About

Ronaldo Cala

Senior Unreal Engine Developer & Game Designer

Ronaldo Cala portrait

I'm a Senior Unreal Engine Developer and Game Designer who turns gameplay ideas into playable systems. I've designed and developed games since 2020, combining hands-on C++ and Blueprint implementation with combat design, enemy AI, multiplayer and team leadership.

Combat is my strongest area. On Fatebound, I designed and implemented the full melee combat system through its internal prototype: GAS-driven light and heavy attacks, timed combos, parry and dodge, enemy attack patterns, blocking and breakable guards. I connected attack timing to animation-driven hit windows, integrated weapon-specific animation sets and linked Animation Blueprint layers, and tuned the combat camera. I also designed a curse-magic minigame supporting combat and stealth.

I helped bring Carnival of Souls to Steam, working across gameplay and enemy/boss behavior, modular weapons, special ammunition, playtest iteration and performance optimization. I directed a three-person core team and coordinated external contributors, scope, budgets, grant administration and release preparation.

At The Learning Network, I led development on three training applications and built replicated interactions and instructor/trainee sessions. My engineering work also includes PvP multiplayer development, C++ debugging inside and outside Unreal, and editor tools including BlueprintInspector and BlueprintScribe.

Alongside games, I bring mobile and product-engineering experience. I'm currently developing CycleFit and Gjej-Bej as independent products, spanning product direction, React Native / Expo, Supabase, testing and delivery.

I'm available for senior Unreal development, gameplay programming, combat design and game / technical design. Soulslikes are my favorite genre, and I'd love to help build one. I'm based in Tirana, Albania, open to remote work and relocation, and particularly interested in Germany.

What I bring

Combat & gameplay

Combat design, C++, Blueprints, GAS, RPG systems, Behavior Trees, technical UI and Chaos Vehicles.

Animation & movement

Animation Blueprints, linked layers, root motion, retargeting, IK Rig / IK Retargeter, Two Bone IK, Control Rig, Motion Warping and Distance Matching.

Multiplayer & tools

PvP multiplayer development, replicated movement and interactions, session hosting/joining, Unreal editor plugins and C++ debugging.

Production & product delivery

Team direction, scope and budgets, client coordination, Jira roadmaps and dependencies, mobile architecture, testing and releases.

Animation experience includes using root motion for attacks and interactions, separating dodge displacement from animation playback, and aligning foot and hand IK for movement, weapon grips and item-targeted reach/grab interactions.

Experience

October 2024 – July 2026

Game Developer & Studio Founder

Tika Studios

Hands-on game design and gameplay engineering across Carnival of Souls and Fatebound. Full melee-combat ownership, animation integration, enemy behavior and team direction, alongside budgets, client production and release work.

October 2023 – October 2024

Unreal Engine Developer

The Learning Network

Led development on three training products and worked across four. Multiplayer firefighter sessions, Quest VR simulation logic, touchscreen machinery visualization and mobile AR delivery.

2021 – October 2023

Unreal Engine Developer

Freelance

Delivered working gameplay prototypes: Blueprint melee combat, attack input, animation-notify hit windows, health and armor systems, and timed combo chaining.

October 2020 – October 2023

Lead React Native Developer

Rubicon

Built the original Pago mobile application and led mobile implementation as the team grew. Payment and card interfaces, native integrations, state management, mentoring, CI/CD and production releases.

Additional experience includes Flutter development at Iva Elektronik (October 2019 – October 2020), a Ghost Creativ contract (November 2022 – April 2023), a React contract with FIZ Karlsruhe (September – December 2025), and software / AI evaluation project work with Micro1 (May – September 2026).

Education & languages

Electronics Engineering — Polytechnic University of Tirana.

Albanian · English · German A2, currently learning.