Peter L. Newton

a Gameplay Engineer focused on the User Experience


Outlaws of the Old West, Code HQ (2018)

Developing BT for multiple AI archetypes (Single, Pack, and Herding) (Biped & Quadruped). Resolving critical bugs such as memory and package corruption with simple solutions. Developed multiple character systems such as state machine logic to determine to unequip/equip behavior. Optimized UE4 server's game thread by tweaking resource requirements based on AI state. Optimized UE4 client's game/anim thread handling of simulated actors when culled / distant. Optimized replication of character state by storing mobility states (climbing, attacking) within a bitmask. Work with 3 other engineers to produce a robust AI system.


Bullet Train, Epic Games (2016)

Developing artist tools for AI, One-Off Animations. Developed Behavior Tree including multiple subtrees. I was responsible for creating an AI Behavior Tree for a Project. This include creating arrival behavior, multiple hostile states, AI sequenced events, and artist tools.


Can You Walk The Walk?, CreateVR (2014)

Scripting scenes of Animated Sequences. Importing sound and voice over tracks. Maintain high frame rate. Worked with artist to maintain high fidelity. Version Control Manager. Testing and Integration on HTC Vive, Oculus, Google Cardboard and PSVR. Integrated Playstation Move Remote via UE4 C++ Plugin.


I solve bigger problems with smaller problems. Detouring functions since 2001 while exploring my way into Halo's early modding communities. I'm a game engine specialist who got his first taste of large world games in 2008-2012. After graduating with a degree in Game Creation in 2014. I spent the next 4 years creating amazing VR experiences for big and small companies. Now currently focusing on large network connected worlds.



Unreal Engineer / Trainer
Sep 2018 to present

Unreal Engineer
Method Studios
Sep 2018 to Dec 2018

Unreal Engineer
Code HQ
Aug 2017 to Sep 2018

Lead Unreal Engineer
RealityArts Studio
Jan 2016 to Sep 2016

AI / Gameplay Programmer
Epic Games
Jan 2016 to Feb 2016

iD Tech Camps
Jun 2014 to Jul 2014

Unreal Engineer
Inhance Digital
Jan 2019 to Jul 2019

Technical Producer
Code HQ
Jun 2018 to Sep 2018

Unreal Engineer
Oct 2016 to Aug 2017

Lead VR Programmer
Create Advertising
Oct 2014 to Jun 2016

Unreal Engineer
Building System Planning, Inc.
Jun 2015 to Aug 2015



Computer Animation
Los Angeles Film School
Fall 2012 to Spring 2014



Can You Walk The Walk? Virtual Reality Experience
Thericatial Engagement Expertiental
2015 Clio Entertainment Silver


Tools & Languages

Unreal Engine 4





Benjamin Zysberg
Director Of Technology, Inhance Digital

Jake Black
Head of CreateVR, CreateVR

Mickey R. Kawick
ex-Senior Software Engineer, Magnopus

Nick Whiting
Technical Director, Epic Games



Peter’s main role at Inhance was to develop for the brand new Magic Leap One headset in UE4. He quickly identified the quirks, issues and limitations of the platform. He was able to document them and to pass the information to the rest of the company including the art team and the creative team. He developed two projects with the ML1 including a two weeks sprint to make a demo for the automotive industry that was shown live on stage. On top of being a resourceful develop fluent in Blueprints and C++, he has a charming personality and he’s always willing to go the extra time to meet a deadline.
Benjamin Zysberg, Director Of Technology at Inhance Digital managed Peter directly
Peter was the lead- and only- programmer we used to create the Can You Walk The Walk VR Experience for Sony Pictures. At the time, VR development tools were in their infancy, but Peter had no trouble. Whether it was figuring out which SDKs were acting up and which worked best with which tools, or how to get around broken plugins with manual scripting, he was extremely valuable during the whole process. If you give him a problem to solve, he’ll figure it out without having to hold his hand
Jake Black, Head of CreateVR at CreateVR managed Peter directly
We contracted Peter to come on site and work with us to iterate on some ideas that we had for AI in one of our VR demos. I was particularly impressed with his self-directed work style, especially with regards to our iterative workflow. We’d tell him what the end result of what we would like, and he implemented systems to make it happen. He’s very easy to work with, enthusiastic, and created well-documented Blueprints for us to build off of. We were able to take what he prototyped, and use it as a starting point for developing our ideas further!
Nick Whiting, Studio Head at Epic Games, Peter worked with Nick in the same group.


Name *

Services & Pricing

Majority of my experience has been as a Gameplay Engineer. I develop in Blueprint, C++, and React Native JS in different 3d engines. I brainstorm solution with clients interested in utilizing the capabilities of real-time 3d. I provide Unreal Engine app performance and asset pipeline review. I’ve trained teams to effectively use Unreal Engine 4 in Production. Production training includes, but is not limited to, Version Control, Third Party UE Integrated Tools, Unreal Engine Programs, and CI.

The left is the service, and the right how I charge for that type of service.


  • Gameplay Engineer - hourly

  • AR/VR/XR App Consultant - hourly

  • Unreal App Performance Analysis - hourly

  • Unreal Engine On-site Production Trainer - day rate + expenses