01.About 02.Experience 03.Projects 04.Contact LinkedIn

Hey, my name is

Max Litvinov.

I build gameplay.

I'm a Senior Gameplay Engineer working on 3Cs gameplay and combat on Exodus at Archetype Entertainment.

Check out my work

01. About Me

I'm a gameplay engineer who thrives at the intersection of complex systems and player feel. Over 9 years in AAA, I've contributed to titles at Archetype Entertainment, Atomic Arcade, Ubisoft, Jam City, and Relative Scale.

My core passion is building systems that feel responsive and polished in players' hands: combat, controls, ability systems, and the debug tooling that keeps them running. I build debug tools alongside features, not after, and I consider that one of the biggest force multipliers an engineer can bring to a team.

Outside of work, I'm a former varsity swim team captain (NC State) still competing in Masters swimming, and I spend my side-project hours coding in UE5, exploring streaming systems, save systems, custom editor tooling, and State Trees.

Here are some technologies I work with:

  • UE5
  • C++
  • Gameplay Ability System
  • Client-Server Networking
  • Replication / Prediction
  • State Trees
  • Perforce
  • Jira / Confluence
Max Litvinov

02. Where I've Worked

Senior Gameplay Engineer @ Archetype Entertainment

January 2026  |  Exodus (PS5 / Xbox / PC)

  • Expanded beyond initial combat strike team role to take significant ownership across core gameplay systems on a large-scale AAA RPG.
  • Work closely with design on gun feel, player feel, and control feel.
  • Collaborated across disciplines on player-facing features.

Senior Gameplay Engineer @ Atomic Arcade

May 2024 to December 2025  |  G.I. Joe: Snake Eyes (PC / Xbox / PS5)

  • Primary engineer and owner of player-facing combat features for a console action title built in Unreal Engine 5.
  • Extended a custom action system built on GAS supporting assassinations, multi-enemy takedowns, breach and clear sequences, and ADS projectile combat.
  • Built and maintained core systems including loadouts, inventory, equipment, and ranged combat.
  • Established project-wide Unreal coding standards and enforced through C++ and Blueprint reviews.
  • Prototyped multiplayer co-op gameplay with networked player abilities and replication.

Senior Gameplay Engineer @ Ubisoft

January 2019 to May 2024  |  Multiple AAA Titles

  • The Division Heartland (2021 to 2024): Gameplay engineer on a PvPvE extraction shooter (30+ concurrent players) built on the Division 2 codebase in Snowdrop. Owned the mission system, damage pipeline, and character gadgets.
  • Assassin's Creed Nexus (2020 to 2021): Key member of the combat gameplay team adapting AC for Oculus Quest 2, released to strong reviews (Meta Game of the Year nominee). Built core combat systems and VR performance optimizations.
  • Avatar: Frontiers of Pandora (2019): Designed and implemented the player-to-player trading system. Embedded with Massive Entertainment integrating across inventory, UI, and backend systems in Snowdrop.

Software Engineer @ Jam City

October 2017 to December 2018  |  Cookie Jam Blast (iOS / Android / Samsung)

  • Generalist gameplay engineer focusing on characters, game modes, asset optimization, and internal tooling (level editor, asset editor).
  • Assisted with live ops and live config pushes for a mobile title with millions of players.
  • Collaborated with artists and designers to ship content updates on a regular cadence.

Interactive Developer @ Relative Scale

January 2015 to December 2016

  • Sole programmer shipping 5+ interactive installations in Unity3D for museums and universities including NC State, Emory, and the Ulysses S. Grant Presidential Library.
  • Lead programmer on a large-scale interactive cornhole game installation at Reynolds Coliseum, NC State.

03. Games I've Worked On

Archetype Entertainment (January 2026 to Present)

Exodus

A new AAA science fiction action-adventure RPG for PS5, Xbox, and PC. Working on 3Cs gameplay and combat as a core gameplay engineer, taking significant ownership across player-facing systems.
  • UE5
  • C++
Exodus

Atomic Arcade (May 2024 to December 2025)

G.I. Joe: Snake Eyes

A console action title built in UE5. Primary engineer and owner of player-facing combat features. Extended a custom action system built on GAS supporting assassinations, multi-enemy takedowns, breach and clear sequences, and ADS projectile combat.
  • UE5
  • C++
  • GAS
Snake Eyes

Ubisoft (2021 to 2024)

Tom Clancy's The Division Heartland

A PvPvE extraction shooter with 30+ concurrent players built on The Division 2 codebase in Snowdrop with public betas and public footage. Owned the mission system, maintained the damage pipeline for contamination mechanics, and developed character gadgets and abilities.
  • Snowdrop
  • C++
  • Networked
  • PvPvE
Tom Clancy's The Division Heartland

Ubisoft (2020 to 2021)

Assassin's Creed Nexus

Key member of the combat gameplay team adapting Assassin's Creed for Oculus Quest 2, released to strong reviews and a Meta Game of the Year nomination. Built core combat systems including combat dash, ranged and melee combat, multi-enemy management, and VR performance optimizations.
  • Unity3D
  • C#
  • VR
Assassin's Creed Nexus

Ubisoft (2019)

Avatar: Frontiers of Pandora

Designed and implemented the player-to-player trading system as the foundation for the game's economy. Embedded with Massive Entertainment integrating trading functionality across inventory, UI, and backend systems in Snowdrop with networked client-server persistence.
  • Snowdrop
  • C++
  • Networked
  • Co-op
Avatar: Frontiers of Pandora

Jam City (2017 to 2018)

Cookie Jam Blast

A mobile puzzle game with millions of players. Generalist gameplay engineer focusing on characters, game modes, asset optimization, and internal tooling including level and asset editors. Assisted with live ops and live config pushes.
  • Unity3D
  • C#
  • Live Service
Cookie Jam Blast

Other Noteworthy Projects

📂

Continued UE5 Work

Ongoing personal project in UE5 exploring streaming systems, save systems, custom editor tooling, and State Trees with a small team over 5+ years.

UE5 C++
📂

NCSU Library Walk of Fame

An interactive installation for the NC State University library, built as sole programmer at Relative Scale. One of 5+ interactive installations built in Unity3D for museums and universities.

Unity3D C# Interactive
📂

There Be Monsters

A personal game project exploring creature encounters and combat design.

Unity3D C#
📂

Lexicon

A multiplayer Wordle-inspired word game where players compete head-to-head in real-time word-guessing challenges.

UE5 C++ PlayFab
📂

IC Crime Snapshots

A data-driven visualization project presenting crime statistics and patterns through interactive snapshots and mapping.

Unity3D C#
📂

Beasts of the Bog

Survival/builder fast-paced action game built in 48 hours for the San Diego IGDA Game Jam.

Unity3D C#

04. What's Next?

I'm currently focused on shipping Exodus, but I'm always open to connecting with fellow engineers, talking shop about combat systems, or hearing about interesting opportunities. Drop me a line.

Email

Currently Playing

Overwatch  ·  Clair Obscur: Expedition 33

Looking Forward To

Turok: Origins  ·  007: First Light  ·  Metro 2039