SYSTEMS ONLINE · LOS ANGELES

Lead Game & Platform Engineer

Marty Lange

I love to build fun, emergent, and unique video game experiences for players worldwide. Whether it’s core game systems, multiplayer readiness, platform engineering, or performance, I am always ready for a challenge!

01 / SELECTED WORK

Games, Platforms, & Systems

FIFA World Cup: Launch Edition project artwork
FWC-01 SPORTS

Professional · Shipped project

FIFA World Cup: Launch Edition

Lead Game & Platform Engineering

A FIFA World Cup 2026 experience brought directly to living rooms and the web across the globe. A game focused on reachability, a fun-first mentality, and the excitement of a sport loved by many! A football simulation experience brought to cloud streaming for the first time ever.

Unreal EngineC++Online ServicesNative SDKsBackend ServicesAWSToolingPerforceGitHub
View on Netflix

What I worked on

  • I owned the majority of the platform integration work required to bring the game to Netflix through its native SDK. This included mobile controller-connection flows, account login and authentication, backend-service integration, and platform functionality used for testing and performance validation.
  • I designed and implemented a custom Unreal Engine plugin around the native SDKs, giving the team a reusable foundation for expanding platform-specific functionality without worrying about the underlying implementation.
  • Because the game was delivered through cloud streaming, performance required constant attention. I led extensive CPU, GPU, and memory profiling to identify inconsistencies across gameplay code, rendering, and content, helping the project meet Netflix’s technical requirements.
  • I also ensured backend systems were integrated correctly into game logic so player accounts, progression, status, and cloud saves behaved reliably at a production-ready level.
  • Alongside the platform work, I experimented with and successfully implemented dedicated-server architecture and gameplay replication to support cloud-streamed multiplayer experiences.
  • As a technical lead, I helped guide other engineers through implementation challenges, reviewed and supported their work, and used my broader knowledge of the codebase to keep the team moving toward release milestones.
Football Simulator project artwork
SIM-02 SPORTS

Professional · Shipped project

Football Simulator

Associate Engineer → Lead Engineer

A fully physics-driven football game where anything can happen. Football Simulator is fully moddable and brings football games back to what they once were. The fun and humorous nature of the game makes every play feel dynamic and unique.

UnityC#Platform IntegrationsProfilingGameplay SystemsPerforce
View on Steam

What I worked on

  • Performed extensive bug fixing and debug analysis to ensure players received the experience they deserved.
  • Implemented reactive animation systems that allowed players on the field to respond dynamically to changing gameplay states, helping each match feel natural and believable regardless of the situation.
  • Developed multiple platform ports and integrated native SDKs to expand functionality across Xbox, the Epic Games Store, Steam, and mobile. Handled packaging and building the project for these targets, ensuring rendering and gameplay remained consistent. Although Steam was the only platform released, the porting work produced valuable knowledge for bringing the game to additional platforms.
  • Created a training game mode that allowed new players to understand the mechanics and practice their plays on the field.
  • Collaborated closely with other engineers to investigate complex technical problems, evaluate tradeoffs, and arrive at solutions that prioritized stability, maintainability, and the player experience.
Journeyman project artwork
JRN-03 RPG

Professional · Coming soon

Journeyman

Co-Creator & Lead Engineer

Journeyman is a passion project that Chris Morabito and I created during our early days at Refactor Games. It is an ARPG/CRPG hybrid heavily influenced by many of the great games in the RPG genre. Embark on a journey with your friends and shape your character into any class you desire. Take flight as a bird while playing a druid, sneak up on your foes as a thief, conjure demons as a warlock, or perfect your bow skills as a ranger. There is exploration and creativity for everyone in the world of Journeyman!

Unreal EngineC++Gameplay SystemsMultiplayer ReadinessProcedural ToolingPerforce
View on Steam

What I worked on

  • Created many multiplayer-ready systems using peer-to-peer architecture, supporting the goal of allowing a player to host a server that others could join directly.
  • Built my favorite system for the project: our procedural infinite dungeon. It utilized the Dungeon Architect plugin, but we extended it by connecting every level of the dungeon. The system allowed multiple floors to remain loaded simultaneously while ensuring floors loaded and unloaded as players traversed the dungeon. Players moved between floors without loading screens, making the experience entirely seamless. Each floor was composed of different room modules, and designers could select a theme for each floor. This created fresh experiences as players traveled through the dungeon, and during testing we made it beyond floor 100!
  • Utilized both World Partition level streaming and Unreal Engine’s HLOD systems to create a vast, performant world with high frame rates and low memory usage.
  • Designed and implemented various skills and abilities for each class, expanding their toolsets while making every class feel fun and unique.
  • Developed an Arena mode consisting of waves of varied enemies, a shop for improving weapons and armor, and a fully multiplayer-ready game mode that friends could jump into and out of together.
Personal Multiplayer R&D project artwork
LAB-04 FPS

Personal · Private work in progress

Personal Multiplayer R&D

Co-Creator & Lead Engineer

An in-development Unreal multiplayer FPS exploring a custom, platform-agnostic online sessions subsystem, creator-authored maps, Steam Workshop functionality, and fast in-and-out matches filled with humor, excitement, and skill!

Unreal Engine 5C++Multiplayer FPSSteamWorkshopOnline SessionsDiversion Source Control

What I worked on

  • Implemented a fully platform-agnostic sessions subsystem during the project’s early stages. The subsystem is planned to expand through Epic Online Services (EOS), significantly improving the project’s longevity with stronger peer-to-peer transport, cross-platform support, authentication, robust matchmaking, lobby-state management, and lobby discovery.
  • Developed the main game mode, which uses round-robin selection to decide who will play as the “hunter” and the “hunted.” The game mode supports settings such as AI, round count, maximum players, and more. Without revealing too much about its content, it features clear win-and-loss conditions and smoothly transitions between rounds to keep the fun going!
  • Collaborated with my co-creator on look development, art direction, and the project’s overall theme. We chose a retro, PSX-inspired style to bring a nostalgic feel to the game, and we are excited to reveal more of its look and atmosphere soon.
  • Developed a working main menu for hosting and joining a lobby. The host becomes a listen server, and connected clients travel to a lobby level where they can interact until the server is ready to start. Once the lobby widget is fully connected, players will be transported to the main map and game mode to begin the match. The lobby level will also validate maps whenever a server chooses to use content from the Steam Workshop.
  • Added physics-based player ragdolls on death, using an approach similar to the implementation developed for Journeyman.
Selected Technical Work project artwork
SYS-05 SYSTEMS

Collection · Selected work

Selected Technical Work

Engineering Collection

Focused work across gameplay systems, SDK integrations, rendering, memory, networking, platform delivery, build systems, tooling, and production diagnostics.

C++Unreal EngineNative SDKsProfilingBuild SystemsXR/VRMultiplayerGameplay SystemsToolingUnity

Relevant Work

  • Built and maintained build systems both manually in-engine and through Jenkins automation. Supported targets and ecosystems included Windows, Linux, macOS, Meta Quest 3, PICO VR, Xbox, Steam, the Epic Games Store, Steam Deck, iOS, and Android.
  • Developed XR and VR features using SDKs for spatial anchors and full-color passthrough, transforming the player’s room into a kickboxing arena. Real-world furniture generated real-time collision geometry so opponents could collide with objects in the surrounding space. Also experimented with ankle-mounted motion trackers to bring kicks directly into gameplay.
  • Performed extensive memory profiling and debugging across multiple titles to maintain stable, low memory usage and identify and resolve CPU and GPU bottlenecks.
  • Integrated native SDKs across many platforms to make games feel connected to each platform’s ecosystem. This included presence, account identity, achievements, and additional platform-specific functionality.
  • Developed numerous prototypes for our startup featuring creative gameplay systems, including a custom velocity-driven character camera, a character-import tool, a rhythm-game experience that used custom splines to represent sections of a song and alter course parameters, physics-interaction systems, a skateboarding grind system, a combat system for a VR fighting game, and many more.

03 / ABOUT

Portrait of Marty Lange standing beside a wooden bookcase

I have been fascinated by video games for as long as I can remember. What started as a love for playing them quickly became a curiosity about how they worked, the systems behind them, the worlds they created, and the way they brought people together.

That curiosity led me to study software and hardware in college, where I received a B.S. in Computer Engineering from California Polytechnic State University, San Luis Obispo. I wanted to understand how computers worked and how software could be used to solve problems and bring ideas to life. After graduating, my growing knowledge of software and lifelong passion for games came together, leading me to pursue a career as a game engineer.

Over nearly five years at Refactor Games, I have grown from an intern into a Lead Game and Platform Engineer, taking on increasing ownership across gameplay, platform technology, and technical leadership. I have worked across many different types of games, platforms, and hardware, and my curiosity remains endless. There is something special about learning how to approach the next challenge, solving it, and bringing an experience to life that people can actually play and enjoy!

I look forward to continuing to solve ambitious problems and build experiences that players remember.

04 / CONTACT

Let’s build something players remember.

Based inLos Angeles, California
Pixel ghost mascot