Katrin Mair

Passionate Game Programmer focusing on AI and Gameplay

ExperiencesSkillsProjects

Gameplay Programmer with nearly 4 years of AAA studio experience building player-facing features, gameplay systems and AI behaviours in Unreal Engine 5 using C++ for PC and Xbox development. Experienced taking ownership of complex gameplay work from early design ideas and prototypes through implementation, refactoring, debugging, documentation, and production support.
Known for practical problem-solving, independent delivery, close cross-discipline collaboration . Comfortable working in large codebases, adapting to established workflows, and building maintainable systems that designers, QA, and other programmers can easily test, tune, and extend.

Experiences

Work Experience

Ninja Theory

Gameplay Programmer

Oct 2023 - Present - 3 years 10 months

Related projects:

SenuaProject: Mara
  • Implemented and maintained player-facing features, gameplay systems and AI behaviours in Unreal Engine 5 using C++ and Blueprints for AAA PC and Xbox development.
  • Took ownership of core player-facing gameplay mechanics, developing the technical approach and supporting technical design from early ideas through prototyping, implementation, debugging, and iteration.
  • Developed out-of-combat enemy systems, including stealth behaviour, AI perception logic, and Smart Object-based environmental interactions.
  • Built configurable enemy wave and combat encounter setup systems to support encounter flow, testing, debugging, and iteration.
  • Delivered features independently and efficiently, requiring minimal guidance while keeping work aligned with design intent, technical constraints, and production priorities.
  • Collaborated closely with design, animation, art, QA, and production to keep features aligned with gameplay goals, usability needs, and production constraints.
  • Supported production quality and iteration speed through clear setup, useful defaults, debugging tools, task notes, handoff documentation, and production workflows using Perforce, Jira, Swarm/code reviews, Sentry, and CI build monitoring.

Junior Gameplay Programmer

Sep 2022 - Oct 2023 - 1 year 2 months

Related projects:

Project: Mara
  • Developed AI behaviour that responded to player actions, positioning, and environmental context.
  • Prototyped speech-to-text driven interaction features for direct player-to-character communication using conversational language understanding (CLU) models.
  • Worked closely with design on first-person interaction systems shaped by cinematic and narrative requirements.
  • Turned experimental AI and interaction ideas into working Unreal prototypes for testing and iteration.
Actionwerk eU

Game Development & Virtual Reality Intern

Sep 2018 - Dec 2018 - 4 months

  • Designed and implemented VR interaction and gameplay mechanics across multiple VR hardware devices using Unreal Engine, C++, and Blueprints.
  • Developed an experimental Unity machine-learning prototype focused on training a spider character to walk through learned movement behaviour.

Education

University of Applied Sciences Salzburg

Master of Science in Computer Science (M.Sc.)

Sep 2019 - Feb 2022

  • Specialised in Game Development & Augmented Reality
  • Grade: 1.51 (Equivalent to UK First-Class Honours / US 3.7 GPA)
Master Final Examination Certificate
Diploma Supplement
University of Applied Sciences Salzburg

Bachelor of Science in Computer Science (B.Sc.)

Sep 2016 - Jul 2019

  • Specialised in Game Development & Augmented Reality
  • Grade: 1.88 (Equivalent to UK Upper Second-Class Honours [2:1] / US 3.4 GPA)
  • Awards:
  • Apr 2018 - First place in EYA Social (VR) Hackathon
  • Dec 2018 - Participation in Global VR Hackathon Championship

Skills

Gameplay Programming

Building player-facing gameplay systems, interaction features, AI behaviour, and designer-facing workflows for large production projects.

C++
Unreal Engine
Blueprints
Gameplay Systems
Player Interaction
AI Behaviour

Technical Ownership

Taking gameplay features from early design ideas through prototyping, implementation, debugging, iteration, and production support.

System Ownership
Technical Design
Refactoring
Documentation
Debugging
Documentation
UML Diagrams
Profiling & Optimisation

AI & Systemic Behaviour

Developing gameplay logic for enemy behaviour, perception-driven systems, contextual smart obejct-based interactions, and systemic gameplay scenarios.

AI Perception
Smart Objects
Enemy Behaviour
Encounter Systems
Runtime Logic
Stealth

Production Development

Working in established AAA workflows with source control, task tracking, code review, build monitoring, and cross-discipline iteration.

Perforce
Git
Jira
Swarm
Sentry
CI Build Monitoring
Agile/Scrum

Cross-Discipline Collaboration

Collaborating with design, animation, art, QA, production, and other programmers to turn creative goals into testable, maintainable gameplay features.

Designer-Facing Workflows
QA Support
Feature Handoff
Cross-Discipline Reviews

Platforms

Developing for PC, Xbox, VR, and student projects across Unreal, Unity, and custom/game-framework-based projects.

PC
Xbox Series X|S
VR
Unity
Steam Integration

Additional Experience

Developing for PC, Xbox, VR, and student projects across Unreal, Unity, and custom/game-framework-based projects.

Adobe Photoshop
Adobe InDesign
Adobe Illustrator
User Experience
User Interface Design
Computer Graphics
Software Project Management
User Interface Design
User Interface Design
User Interface Design

Projects

Professional Projects

Senua

Gameplay Programmer @ Ninja Theory

2024 - Present

Unreal Engine 5 | C++ | AAA | PC / Xbox

Gameplay programmer on a single-player action-adventure title set in the Hellblade universe. Worked on player-facing gameplay systems, AI behaviour, systemic gameplay logic, and designer-facing workflows within a large AAA production codebase.

    Project: Mara

    Junior Gameplay Programmer / Gameplay Programmer @ Ninja Theory

    2022 - 2026

    Unreal Engine 5 | C++ | Experimental Title

    Gameplay programmer on an announced experimental title exploring new forms of storytelling. Contributed to first-person interaction, AI-driven prototype systems, and experimental player-to-character communication features.

      Student Projects

      Octarina

      Dec 2019 - Jun 2021

      Team of 12

      Unreal Engine 4 | C++ | UMG

      Game Developer, UI Programmer, Game Designer, Project Manager

      Singleplayer, third-person physics-based 3D puzzle platformer game

      • Designed and implemented gameplay mechanics in C++ and Blueprints in Unreal
      • Implemented Steam integration for achievements and leaderboards
      • Worked closely with artists to designed and implemented UI using Unreal Motion Graphics UI Designer
      • Created shader and VFX using UE4 Cascade
      • Executed various project management duties like project deadlines and scrum meetings
      • Marketed game on social media
      • Released game on Steam
      Lodestone

      Jan 2019 - Jun 2019

      Team of 9

      Unreal Engine 4 | C++ | VR

      Game Developer, UI Programmer, Game Designer

      Singleplayer, virtual reality action spellcaster game

      • Designed and implemented gameplay mechanics in C++ and Blueprints in Unreal
      • Designed and implemented UI suited VR game
      • Created shader and VFX using UE4 Cascade
      • Released game on Steam
      Pipe it up

      May 2018 (1 Week)

      Team of 3

      Unity | C#

      Game Developer, UI Programmer, Game Designer

      Singleplayer, third-person 3D puzzle platformer game

      • Designed and implemented gameplay mechanics in C#
      • Designed and implemented UI
      MouseSquared

      Jan 2018 (1 Week)

      Team of 2

      C++ | SFML | custom engine

      Game Developer, UI Programmer, Game Designer

      Singleplayer, 2D platformer game

      • Implemented custom C++ engine based on SFML
      • Designed and implemented gameplay mechanics in C++
      • Designed and implemented UI
      SoulTree

      Mar 2017 - April 2017

      Team of 1

      C# | Monogame

      Game Developer, UI Programmer, Game Designer

      Singleplayer, virtual reality action spellcaster game

      • Implemented a custom engine in C# with Monogame
      • Designed and implemented gameplay mechanics in C#

      Octarina

      Game Type:
      Puzzle Platformer
      Language:
      C++ & Blueprints
      Engine:
      Unreal Engine 4.24
      Duration:
      19 Months
      Team size:
      (Core Team)
      4 Programmers &
      1 Artists

      Octarina is a physics-based 3D puzzle platformer featuring a trapped little octopus who must find a way out and escape out of a sushi factory site.
      You play as an adorable little octopus, which is trapped inside an aquarium for its whole life. Not as a pet, but rather as a sushi ingredient. Escape your captivity and find a way out before it's too late! Use the sticky abilities of Octarina to jump, climb and cause mayhem in the factory. Discover your way to regain freedom!

      As a part of my graduation process for the masters degree, it was a requirement from the students to develop a full game over 2 years. Octarina was the result of these years in which I and a core team of 4 other students developed the game going from the idea finding process until the release day on steam. We had gone through many prototypes and playtesting sessions until we refined the movement and general gameplay to the point it is now.

      Lodestone

      Game Type:
      VR Action Spellcaster
      Language:
      C++ & Blueprints
      Engine:
      Unreal Engine 4.22
      Duration:
      6 Months
      Team size:
      (Core Team)
      4 Programmers &
      2 Artists

      Lodestone is a single player virtual reality action spellcaster.

      The player has the ability to tame stones infused with essence and interact with them in the environment. He gets to wield stones and use different attacks to his advantage by making the right moves with his controller while exploring an underground level.

      As a player, you find yourself in an underground setting, searching for the way to the surface. In the process, you repeatedly encounter dangers, among others in the form of hostile creatures, against whom you have to defend yourself in order to progress. The stones allow the player both offensive and defensive interaction. This is made possible through the use of the motion controllers.
      The goal of the game is to fight the invaders of one's home and find the way to freedom.

      The game features a linear level design interrupted by big arena rooms with multiple enemies coming in waves to put an end to the player.

      Pipe it up

      Game Type:
      Puzzle Platformer
      Language:
      C#
      Engine:
      Unity
      Duration:
      1 Week
      Team size:
      3 Programmers

      Pipe it up is a 3D puzzle platformer. Help the little robot to get the big machine going again. Your task is simple, but the way to get there is difficult. Not only do you have to get to the gaps in the energy circuit first, but you also have to find the necessary spare parts. Explore the room and use the energy flow to get through the level. Only then will you bring the mysterious machine back to life.

      Mouse Squared

      Game Type:
      Puzzle Platformer
      Language:
      C++ & SFML
      Engine:
      Custom C++ Engine
      Duration:
      1 Week
      Team size:
      2 Programmers

      MouseSquared is a singleplayer platformer, where you have to build your way through the level with the interaction of objects! Only with dexterity and creativity can you reach your goal.

      The player can move the square left and right using the A and D keys. Objects, like boxes and boards, can be moved to the desired location by drag and drop with the mouse. If you fall into the water you will respawn at the top of the level.

      SoulTree

      Game Type:
      Puzzle Platformer
      Language:
      C#
      Engine:
      Monogame
      Duration:
      1 Month
      Team size:
      1 Programmers

      SoulTree is a single-player platform game.
      You play a soul creature that can shoot magic bullets and thus defend itself against the enemy monsters. There are two different types of enemies. On the one hand there are those who run after you, on the other hand there are the monsters who shoot back.
      At the end of the level you face a boss who creates pressure waves by hitting the ground with his stone fists. Especially with the boss, but also in the whole level, timing is particularly important, otherwise you lose your precious lives and so the girl also dies.
      Nevertheless, with the help of the life fragments that are distributed throughout the level, there is a way to help yourself regain your strength.
      The aim of the game is to collect all the soul fragments and kill all the monsters that threaten the soul tree.