Joakim Svensson

C++ / Unreal Engine Systems Engineer

Building systems that scale to 10,000+ characters.

I specialize in high-performance C++, Unreal Engine 5, and Data-Oriented Design. Creator of a commercial Mass Entity plugin running 10,000+ NPCs @ 60 FPS, and Runner-up for Best Technical Achievement at the 2026 Imirt Irish Game Awards.

Work

Featured technical work and public releases.

Scalable Modular Behaviour (SMB) Plugin

Creator & Solo Developer · Released Commercial Plugin

Architected a commercial C++ UE5 Mass Entity plugin supporting 10,000+ customizable NPCs at 60+ FPS. Integrated selective StateTree execution, custom C++ Mass processors, Smart Objects, NavMesh movement, and network replication. Actively maintained with 12+ shipped updates and provided direct contract work to external studios for plugin integration.

Mass Entity / ECS StateTree C++ Processors NavMesh & Perception Replication

1-Day Horde/Wave Survival Tech Demo

Solo Developer · Rapid Prototype

Built a rapid 24-hour gameplay prototype demonstrating practical integration of the SMB Mass Entity plugin. Features high-density spawning waves, dynamic spatial queries, and real-time C++ Processor-driven combat state resolution for thousands of aggressive AI entities on screen without frame drops.

Mass Entity Rapid Prototyping Horde AI C++ Gameplay

Mushroom Gatherer AI Tech Demo

Solo Developer · SMB Plugin Technical Demo

Architected a dynamic multi-agent resource loop leveraging Mass Entity and Smart Objects. Harvester Agents claim and harvest trees spawning twig entities, while gatherer agents detect, navigate to, and haul scattered twigs to storage. Done using StateTrees for large scale decoupled behaviour.

Mass Entity / ECS Smart Objects Dynamic StateTree Emergent AI C++ Processors

Various Projects

Solo Developer / Team Lead · Prototypes

Example Projects include: A submarine game with a proxy submarine for exact movement in the moving physics submarine. Learning Agent controlled enemy aiming and standing with input vectors, and more.

Mass Entity / ECS Learning Agents Game Jams Rapid Prototyping

Technical domain

Core areas of focus across low-level architecture and high-scale gameplay.

Engine & Systems

Mass Entity / ECS Data-Oriented Design Unreal Engine 5 StateTree Network Replication Multithreading PCG Framework Physics Simulation

AI & Simulation

10k+ Crowd Simulation NavMesh Movement Smart Objects AI Perception Predictive Networking Deep RL / Machine Learning

Languages & Tools

Modern C++ Unreal Blueprints Python Git / GitHub Visual Studio / Rider

About

Profile Picture

I am a C++ / Unreal Engine Systems Engineer based in Ireland specializing in data-oriented design, Mass Entity (ECS), multiplayer networking, and large-scale simulation.

I'm the creator of Scalable Modular Behaviour (SMB), a commercial UE5 plugin supporting over 10,000 active AI entities at 60 FPS, actively maintained with 12+ shipped updates since launch. My work earned runner-up award for Best Technical Achievement at the 2026 Imirt Irish Game Awards. I hold a B.Sc. in Computer Science and Engineering from Sweden, where my thesis focused on Deep Reinforcement Learning for voltage prediction.

10,000+Simulated Entities @ 60FPS
12+Plugin Updates Shipped
2026Imirt Award Tech Runner-Up

Contact

Contact me if you are interested in high performance NPC simulation.

Available for contract or full-time C++, Gameplay Systems, and AI/Simulation Engineer roles (Ireland / Remote EMEA).