MALACHY KENNEDY

Hi, I’m Malachy Kennedy

VGDC

President // Video Game Development Club at UCI

Burnt Out Games

Co-Founder & Game Engineer // Burnt Out Games, LLC

UCI

Game Design & SWE student // UCI (class of 2027)

2 shipped Steam titles · 1 approved for release

Unreal Engine 5 · Unity 6

Gameplay engineer specializing in combat systems, animation pipelines, and engine-level tooling.

Selected Work

Game Project

EXO

Unreal Engine 5.6

Aug 2024 - Present

Burning Out Logo

Third-person movement shooter on spherical planets, where speed is the weapon.

EXO

Steam

Unreal Engine 5.6

C++

Blueprints

GAS

Wwise

Perforce

  • 3rd Place, ICS Project Expo. Sole programmer on a team of 11.
  • Rebuilt Unreal’s directional gravity for spherical traversal.
  • Engineered enemy archetypes around what stays readable at 300 MPH: predictive drones, arching chargers, and area bosses.
  • Integrated Discord API, Niagara VFX, UMG, O(1) pooling, tick splitting, and GAS data layer using C++.

See More

Game Jam

The Fallen

Unreal Engine 5.8

Jun 2026 - Jul 2026

Burning Out Logo

Action RPG combat kit built in one week, tuned to shipped-game feel.

The Fallen

Itch

Unreal Engine 5.8

C++

Blueprints

GAS

Perforce

  • Solo-programmed all player combat on a team of 8, built in a one-week jam.
  • Rewrote the GAS damage pipeline in C++ for custom damage types, formulas, modifier, and split callbacks; modeling 9 derived stats to create build variety and status interactions.
  • Engineered 4-hit chain + charged attacks, and special and ultimate abilities with input buffering, hitstop, and cancel windows; sequenced through AnimNotify hitboxes.
  • Built C++ targeting that blends movement via custom anim warping, directional camera shake, and knockback resolution.

See More

Game Project

Kawai’ian Isolation

Unreal Engine 5.3

Apr 2024 - Jan 2026

Burning Out Logo

First-person narrative adventure horror. 30+ contributors.

Kawai’ian Isolation

Unreal Engine 5.3

Blueprints

Wwise

Perforce

Apps Script

Steam

  • Shipped on Steam - 10,000+ claims in the first 100 hours.
  • Scripted mechanics and sequencing for 22 single-player scenes in Blueprints: AI direction, dialogue events, Blackboard checks, saves, level blockouts, and player pathing.
  • Engineered a CSV-to-Unreal-to-Wwise dialogue pipeline tool with branching playback that auto-selects lines from caches player choices and world state, allowing for external VO authoring.
  • Technical Director for 18+ contributors across audio, design, programming, and writing; ran AWS EC2 Perforce server for 30+.
  • Wrote a 56-page game screenplay across 22 scenes.

See More

Game Project

Burning Out

Unity 6

Jan 2025 - Sep 2026

Burning Out Logo

Co-op horror maze escape, lit and lived only by sharing fire.

Burning Out

Unity 6

C#

Mirror Networking

Steamworks

Git

  • “How do we make multiplayer horror actually scary?”
  • Networking, core mechanics, interactable features.
  • Shipped to Steam: first release, and the reason that Burnt Out Games, LLC exists.
  • Designed a networked inventory system on Mirror with custom OOP containers and item templates, keeping item state consistent across clients.
  • Built the torch-and-fire system - dynamic lighting, flame behavior, torch burndown - as the tension mechanic, rather than a lighting feature.
  • Ran playtests with 100+ participants across classes, events, and the Z3 Expo; turning clarity feedback into shipped changes.
  • First Steam release, founding Burnt Out Games, LLC.

See More

Also Built

Various Projects

Unreal Engine 5.7, Roblox, Unity 6, Figma, Python, C

Jan 2025 - Sep 2026

Night Walk

Itch

First person horror experience. UE5.7

Trick or Treat

Multiplayer Roblox game. Lua.

Loonage

Custom radial physics system using polar coordinates. Unity 6, C#.

Limital

Abstracted OS Interface. Finalist, UCI Design-a-thon 2025. Figma.

Web Crawler & Search Engine

TF-IDF inverted index. Python.

Pintos Thread Scheduler

Preemptive priority scheduler. C, kernel.

Everything else→ https://malachek.itch.io/

Professional Experience

Internship

Taralumen Games

Game Dev Intern

Apr 2025 - Mar 2026

CORA - 2.5D metroidvania about confronting anxiety, Under NDA.

Game Development Intern

Taralumen Games

Steam

Unity 6

C#

Trello

Git

  • Delivered 40+ playable builds for twice-weekly reviews, iterating on direct CEO and board feedback.
  • Prototyped 30+ production-ready mechanics across 3 environments, onw the reference build a co-development studio is using for official production.
  • Architected a 6,208-LOC C# codebase: 67 scripts, 31 prefabs, 15 scenes; on SOLID, Strategy Pattern, and Dependency Injection.
  • Engineered depth-based collision via layer bitmasking and raycasts to resolve a multi-plane 2.5D gamespace.

See More

Skills

Languages — C++ · C# · Python · UE5 Blueprints · C · Lua · Java · JavaScript

Engines & Tools — Unreal Engine 5 (5.3–5.8) · Unity 6 · Gameplay Ability System · Niagara · Wwise · Perforce · Git · Roblox Studio

Systems — Combat systems · Animation pipelines · Enemy AI · Networked multiplayer (Mirror) · Custom physics · Build & content pipelines

MALACHY KENNEDY

Open to Summer 2027 internships and new-grad gameplay engineering & design roles.

malachykennedy1@gmail.com

github.com/malachek

linkedin.com/in/malachykennedy

MALACHY KENNEDY

Hi, I’m Malachy Kennedy

VGDC

President // Video Game Development Club at UCI

Burnt Out Games

Co-Founder & Game Engineer // Burnt Out Games, LLC

UCI

Game Design & SWE student // UCI (class of 2027)

2 shipped Steam titles · 1 approved for release

Unreal Engine 5 · Unity 6

Gameplay engineer specializing in combat systems, animation pipelines, and engine-level tooling.

Selected Work

Game Project

EXO

Unreal Engine 5.6

Aug 2024 - Present

Burning Out Logo

Third-person movement shooter on spherical planets, where speed is the weapon.

EXO

Steam

Unreal Engine 5.6

C++

Blueprints

GAS

Wwise

Perforce

  • 3rd Place, ICS Project Expo. Sole programmer on a team of 11.
  • Rebuilt Unreal’s directional gravity for spherical traversal.
  • Engineered enemy archetypes around what stays readable at 300 MPH: predictive drones, arching chargers, and area bosses.
  • Integrated Discord API, Niagara VFX, UMG, O(1) pooling, tick splitting, and GAS data layer using C++.

See More

Game Jam

The Fallen

Unreal Engine 5.8

Jun 2026 - Jul 2026

Burning Out Logo

Action RPG combat kit built in one week, tuned to shipped-game feel.

The Fallen

Itch

Unreal Engine 5.8

C++

Blueprints

GAS

Perforce

  • Solo-programmed all player combat on a team of 8, built in a one-week jam.
  • Rewrote the GAS damage pipeline in C++ for custom damage types, formulas, modifier, and split callbacks; modeling 9 derived stats to create build variety and status interactions.
  • Engineered 4-hit chain + charged attacks, and special and ultimate abilities with input buffering, hitstop, and cancel windows; sequenced through AnimNotify hitboxes.
  • Built C++ targeting that blends movement via custom anim warping, directional camera shake, and knockback resolution.

See More

Game Project

Kawai’ian Isolation

Unreal Engine 5.3

Apr 2024 - Jan 2026

Burning Out Logo

First-person narrative adventure horror. 30+ contributors.

Kawai’ian Isolation

Unreal Engine 5.3

Blueprints

Wwise

Perforce

Apps Script

Steam

  • Shipped on Steam - 10,000+ claims in the first 100 hours.
  • Scripted mechanics and sequencing for 22 single-player scenes in Blueprints: AI direction, dialogue events, Blackboard checks, saves, level blockouts, and player pathing.
  • Engineered a CSV-to-Unreal-to-Wwise dialogue pipeline tool with branching playback that auto-selects lines from caches player choices and world state, allowing for external VO authoring.
  • Technical Director for 18+ contributors across audio, design, programming, and writing; ran AWS EC2 Perforce server for 30+.
  • Wrote a 56-page game screenplay across 22 scenes.

See More

Game Project

Burning Out

Unity 6

Jan 2025 - Sep 2026

Burning Out Logo

Co-op horror maze escape, lit and lived only by sharing fire.

Burning Out

Unity 6

C#

Mirror Networking

Steamworks

Git

  • “How do we make multiplayer horror actually scary?”
  • Networking, core mechanics, interactable features.
  • Shipped to Steam: first release, and the reason that Burnt Out Games, LLC exists.
  • Designed a networked inventory system on Mirror with custom OOP containers and item templates, keeping item state consistent across clients.
  • Built the torch-and-fire system - dynamic lighting, flame behavior, torch burndown - as the tension mechanic, rather than a lighting feature.
  • Ran playtests with 100+ participants across classes, events, and the Z3 Expo; turning clarity feedback into shipped changes.
  • First Steam release, founding Burnt Out Games, LLC.

See More

Also Built

Various Projects

Unreal Engine 5.7, Roblox, Unity 6, Figma, Python, C

Jan 2025 - Sep 2026

Night Walk

Itch

First person horror experience. UE5.7

Trick or Treat

Multiplayer Roblox game. Lua.

Loonage

Custom radial physics system using polar coordinates. Unity 6, C#.

Limital

Abstracted OS Interface. Finalist, UCI Design-a-thon 2025. Figma.

Web Crawler & Search Engine

TF-IDF inverted index. Python.

Pintos Thread Scheduler

Preemptive priority scheduler. C, kernel.

Everything else→ https://malachek.itch.io/

Professional Experience

Internship

Taralumen Games

Game Dev Intern

Apr 2025 - Mar 2026

CORA - 2.5D metroidvania about confronting anxiety, Under NDA.

Game Development Intern

Taralumen Games

Steam

Unity 6

C#

Trello

Git

  • Delivered 40+ playable builds for twice-weekly reviews, iterating on direct CEO and board feedback.
  • Prototyped 30+ production-ready mechanics across 3 environments, onw the reference build a co-development studio is using for official production.
  • Architected a 6,208-LOC C# codebase: 67 scripts, 31 prefabs, 15 scenes; on SOLID, Strategy Pattern, and Dependency Injection.
  • Engineered depth-based collision via layer bitmasking and raycasts to resolve a multi-plane 2.5D gamespace.

See More

Skills

Languages — C++ · C# · Python · UE5 Blueprints · C · Lua · Java · JavaScript

Engines & Tools — Unreal Engine 5 (5.3–5.8) · Unity 6 · Gameplay Ability System · Niagara · Wwise · Perforce · Git · Roblox Studio

Systems — Combat systems · Animation pipelines · Enemy AI · Networked multiplayer (Mirror) · Custom physics · Build & content pipelines

MALACHY KENNEDY

Open to Summer 2027 internships and new-grad gameplay engineering & design roles.

malachykennedy1@gmail.com

github.com/malachek

linkedin.com/in/malachykennedy

MALACHY KENNEDY

2 shipped Steam titles · 1 approved for release // Unreal Engine 5 · Unity 6

Gameplay engineer specializing in combat systems, animation pipelines, and engine-level tooling.

Selected Work

Game Project

EXO

Unreal Engine 5.6

Aug 2024 - Present

Burning Out Logo

Third-person movement shooter on spherical planets, where speed is the weapon.

EXO

Steam

Unreal Engine 5.6

C++

Blueprints

GAS

Wwise

Perforce

  • 3rd Place, ICS Project Expo. Sole programmer on a team of 11.
  • Rebuilt Unreal’s directional gravity for spherical traversal.
  • Engineered enemy archetypes around what stays readable at 300 MPH: predictive drones, arching chargers, and area bosses.
  • Integrated Discord API, Niagara VFX, UMG, O(1) pooling, tick splitting, and GAS data layer using C++.

See More

Game Jam

The Fallen

Unreal Engine 5.8

Jun 2026 - Jul 2026

Burning Out Logo

Action RPG combat kit built in one week, tuned to shipped-game feel.

The Fallen

Itch

Unreal Engine 5.8

C++

Blueprints

GAS

Perforce

  • Solo-programmed all player combat on a team of 8, built in a one-week jam.
  • Rewrote the GAS damage pipeline in C++ for custom damage types, formulas, modifier, and split callbacks; modeling 9 derived stats to create build variety and status interactions.
  • Engineered 4-hit chain + charged attacks, and special and ultimate abilities with input buffering, hitstop, and cancel windows; sequenced through AnimNotify hitboxes.
  • Built C++ targeting that blends movement via custom anim warping, directional camera shake, and knockback resolution.

See More

Game Project

Kawai’ian Isolation

Unreal Engine 5.3

Apr 2024 - Jan 2026

Burning Out Logo

First-person narrative adventure horror. 30+ contributors.

Kawai’ian Isolation

Unreal Engine 5.3

Blueprints

Wwise

Perforce

Apps Script

Steam

  • Shipped on Steam - 10,000+ claims in the first 100 hours.
  • Scripted mechanics and sequencing for 22 single-player scenes in Blueprints: AI direction, dialogue events, Blackboard checks, saves, level blockouts, and player pathing.
  • Engineered a CSV-to-Unreal-to-Wwise dialogue pipeline tool with branching playback that auto-selects lines from caches player choices and world state, allowing for external VO authoring.
  • Technical Director for 18+ contributors across audio, design, programming, and writing; ran AWS EC2 Perforce server for 30+.
  • Wrote a 56-page game screenplay across 22 scenes.

See More

Game Project

Burning Out

Unity 6

Jan 2025 - Sep 2026

Burning Out Logo

Co-op horror maze escape, lit and lived only by sharing fire.

Burning Out

Unity 6

C#

Mirror Networking

Steamworks

Git

  • “How do we make multiplayer horror actually scary?”
  • Networking, core mechanics, interactable features.
  • Shipped to Steam: first release, and the reason that Burnt Out Games, LLC exists.
  • Designed a networked inventory system on Mirror with custom OOP containers and item templates, keeping item state consistent across clients.
  • Built the torch-and-fire system - dynamic lighting, flame behavior, torch burndown - as the tension mechanic, rather than a lighting feature.
  • Ran playtests with 100+ participants across classes, events, and the Z3 Expo; turning clarity feedback into shipped changes.
  • First Steam release, founding Burnt Out Games, LLC.

See More

Also Built

Various Projects

Unreal Engine 5.7, Roblox, Unity 6, Figma, Python, C

Jan 2025 - Sep 2026

Night Walk

Itch

First person horror experience. UE5.7

Trick or Treat

Multiplayer Roblox game. Lua.

Loonage

Custom radial physics system using polar coordinates. Unity 6, C#.

Limital

Abstracted OS Interface. Finalist, UCI Design-a-thon 2025. Figma.

Web Crawler & Search Engine

TF-IDF inverted index. Python.

Pintos Thread Scheduler

Preemptive priority scheduler. C, kernel.

Everything else→ https://malachek.itch.io/

Professional Experience

Professional Experience

Burnt Out Games

Game Engineer

April 2024 - Present

Co-Founder & Game Engineer

Burnt Out Games, LLC

Steam
  • Co-founded a 10-developer studio and shipped 2 Steam titles, with a third approved for Q3 2026 release.
  • Lead programmer on the studio’s Unreal titles, setting the C++ architecture other developers build against.
  • Technical Director across concurrent projects; engine upgrades from UE 5.3 through 5.8, Perforce administration, and build pipelines.
  • Drive Steam release engineering: packaging, graphics settings, platform requirements, and hotfixes; and turn post-launch feedback into shipped revisions.

See More

Internship

Taralumen Games

Game Dev Intern

Apr 2025 - Mar 2026

CORA - 2.5D metroidvania about confronting anxiety, Under NDA.

Game Development Intern

Taralumen Games

Steam

Unity 6

C#

Trello

Git

  • Delivered 40+ playable builds for twice-weekly reviews, iterating on direct CEO and board feedback.
  • Prototyped 30+ production-ready mechanics across 3 environments, onw the reference build a co-development studio is using for official production.
  • Architected a 6,208-LOC C# codebase: 67 scripts, 31 prefabs, 15 scenes; on SOLID, Strategy Pattern, and Dependency Injection.
  • Engineered depth-based collision via layer bitmasking and raycasts to resolve a multi-plane 2.5D gamespace.

See More

Leadership Experience

Video Game Development Club at UC Irvine

President

Jan 2024 - Present

North America’s largest collegiate game development club. 600+ yearly members, 44 officers, 13 departments.

President

Video Game Development Club at UCI

Steam
  • Grew the club into North America’s largest collegiate game dev organization during a single presidency.
  • Increased funding 106%, engagement 104%, and attendance 57%.
  • Rewrote the constitution from 26 to 51 pages, defining departmental output and securing the funding increase.
  • Onboarded a board 80% new after 30 of 39 officers graduated, rebuilding onboarding and deliberation documentation across 13 departments so the systems outlast any one board.
  • Built Google Sheets API tooling for 10-times-weekly event scheduling, social hooks, and attendance trend tracking.

See More

MALACHY KENNEDY

Open to Summer 2027 internships and new-grad gameplay engineering & design roles.

malachykennedy1@gmail.com

github.com/malachek

linkedin.com/in/malachykennedy