Koalafied Dev
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Simon Cura
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Koalafied Dev
Unreal Engine Developer · Aerospace Engineer

Hi, I’m Simon Cura —
I build systems that
have to work
.

I've just earned my B.S. in Aerospace Engineering (Astronautics Option) from Embry-Riddle Aeronautical University — and I'm now going full-time into Unreal Engine development. 10+ years building in the engine, five commercial marketplace assets shipped, one of which Epic featured for free and put in front of 255,000+ developers. Same instinct carries over: design the system, model every edge case, ship something that holds up.

View My WorkGet In Touch
By the Numbers
0
Commercial Unreal Engine Assets
0
Units Shipped
As of 8/10/2026
0
Tutorials & Devlogs Published
0+
Years of Unreal Engine Experience
01

Technical Profile

Engineering real-time systems at the intersection of Unreal Engine, simulation, multiplayer, and aerospace.

Core Technical Expertise

Gameplay & Systems

  • Unreal Engine Systems & Gameplay Development
  • Gameplay Architecture & Framework Design
  • Modular Gameplay Systems
  • Real-Time Interactive Systems
  • Technical Gameplay Development

Engineering & Simulation

  • Aerospace & Flight Simulation
  • Physics-Based Simulation
  • Vehicle & Dynamics Systems
  • Engineering Visualization
  • Systems Engineering

Multiplayer & Networking

  • Multiplayer Systems Development
  • Network Replication
  • Client-Server Architecture
  • Server-Authoritative Systems
  • Network Optimization & Debugging

Tools & Workflow

  • Blueprint Architecture & Refactoring
  • Custom Unreal Tools
  • Developer Workflow Automation
  • Performance Profiling & Optimization
  • Rapid Prototyping & R&D

Software & Architecture

  • C++ / Blueprint Integration
  • Software & Systems Architecture
  • Modular Framework Design
  • Component-Based Architecture
  • Systems Integration

Platforms & Technologies

  • Unreal Engine 5
  • VR / XR Development
  • Simulation & Training Applications
  • Technical Prototyping
  • Real-Time 3D Technologies
02

Education

B.S. in Aerospace Engineering with a specialization in Astronautics, now complete — grounded in the same systems-driven approach behind everything above.

B.S. Aerospace EngineeringAstronautics Specialization

Embry-Riddle Aeronautical UniversityPrescott, Arizona · Fall 2022 – Spring 2026 · Conferred May 2026

Spacecraft engineering demands precision, traceability, and an understanding of how individual decisions affect an entire system. Through work in spacecraft design, dynamics, propulsion, and control systems, I developed an engineering mindset centered on validating assumptions, anticipating failure modes, and designing systems that remain predictable beyond ideal operating conditions.

That discipline carries directly into my software and simulation work. I approach complex systems by defining clear interfaces, understanding dependencies, instrumenting behavior for diagnosis, and testing the edge cases where architecture is most likely to break down. Whether the system involves spacecraft dynamics, real-time physics, multiplayer state, or gameplay architecture, the underlying objective is the same: build systems that are understandable, verifiable, and robust under real conditions.

My aerospace background also gives me a practical foundation in mathematics, dynamics, controls, and physical modeling. This becomes especially valuable when real-time software needs more than a convincing approximation and instead requires behavior grounded in the mechanics of the system being represented.

Relevant Technical Coursework

Spacecraft Design & Astrodynamics

  • Space Mechanics
  • Spacecraft Attitude Dynamics
  • Spacecraft Preliminary Design
  • Spacecraft Detail Design
  • Space Propulsion

Systems, Controls & Experimentation

  • Space Systems Engineering
  • Experimental Space Systems Engineering
  • Systems Engineering
  • Control Systems Analysis & Design

Aerodynamics & Structures

  • Aerospace Structures I
  • Aerodynamics II
  • Space Weather
03

Current Focus

A snapshot of the work occupying my time right now.

0
Active

Active Client Engagements

Currently supporting three active client engagements across Unreal Engine development and commercial asset support.

Continuing to build new systems, technical demonstrations, and educational content.

Open to New Work

Available for new opportunities and collaborations.

Active Focus Areas

Where my current work is concentrated

  • Gameplay Systems
  • Multiplayer & Networking
  • Real-Time Simulation
  • Aerospace & Flight Simulation
  • Physics & Vehicle Systems
  • VR / XR Development
  • Custom Unreal Tools
  • Software Architecture
  • Rapid Prototyping
  • Performance Optimization
  • Technical Consulting
  • Engineering Visualization

Open to Opportunities

Ways I can contribute

  • Contract work & short-term engagements
  • Long-term development roles
  • Prototype & systems development
  • Technical consulting & architecture
  • Tooling, pipeline & workflow solutions
  • Simulation & engineering development
  • Technically challenging R&D projects
  • Projects requiring strong systems thinking and hands-on engineering
Open to Discussing New OpportunitiesContract · Full-Time · Consulting · R&D · Technical Partnerships
04

Commercial Unreal Engine Assets

Five modular systems sold on the Unreal Engine Marketplace and Fab, used by other developers to ship their own projects faster — including one Epic gave away for free to 255,000+ developers.

FPS Scope and Reticle Modular Creator showcase
N.02Marketplace Asset

FPS Scope and Reticle Modular Creator

A modular toolkit for building custom scopes, reticles, and weapon HUD overlays for Unreal Engine FPS projects — no per-scope custom code required.

2022
live since
Modular cube-block tank assembled with the Modular Building System
N.03Marketplace Asset

Modular Building System

A grid-snapped modular building kit — walls, roofs, railings, and foundations — for assembling structures quickly in single-player worlds.

2023
live since
Cherry blossom cove environment made with the Stylized Nature and Environment Biomes asset
N.04Marketplace Asset

Stylized Nature and Environment Biomes

A stylized environment asset pack — seasonal biomes, foliage, and nature scatter — for building vibrant, cohesive stylized worlds.

2024
live since
Modular log cabin assembled with the multiplayer-ready building system
N.05Marketplace Asset

Building System | Multiplayer Ready

A networked, replicated building and placement system designed for multiplayer survival and base-building games.

2025
live since
05

Recent Software Projects

Self-directed systems and simulation work — the technical playground where new mechanics get prototyped before anything ships in commercial work.

A miniature grassy world with a medieval half-timbered house, pine trees, and a small rocket standing on the hillside
VRInteraction DesignScale Systems

VR Micro World Systems

A VR exploration of miniature, tabletop-scale worlds — designing the interaction and scale systems needed to view and manipulate an entire environment from a god's-eye perspective.

A modular block-built spaceship assembled from snapped-together parts, floating near an asteroid field
Modular SystemsVehicle DesignConstruction SystemsC++

Modular Spaceship Building System

A modular construction system for assembling spaceships piece by piece — snapping, structural logic, and part-dependency systems adapted from architectural building kits to vehicle design, with gravity, building, driving, vehicle movement, and pawn multiplayer replication all written in C++.

An aerial view of the rover in a rust-orange canyon, tethered by a glowing cable to an anchor point
Vehicle SimulationTerrain SystemsPhysicsC++

Planetary Rover Simulation

A rover traversal simulation with wheel-by-wheel suspension and terrain response — built to explore realistic locomotion over uneven, procedurally shaped ground, with gravity, driving, vehicle movement, and pawn multiplayer replication all written in C++.

A rocket tumbling mid-launch with its engine firing, surrounded by scattered geometric debris
Modular SystemsRocketryStaging Systems

Modular Rocket Building System

A modular rocket construction system in the spirit of Kerbal Space Program — staging, part attachment, and thrust-to-mass systems built from the ground up.

Procedurally generated base interior
Dynamic Mesh GenerationProcedural GenerationBase Building

Dynamic Mesh Generation for Base Building

A base-building system that generates its own geometry at runtime instead of snapping together pre-made pieces — walls, floors, and structural meshes built and welded procedurally as the player places them.

A concrete test wall with several jagged holes blasted through it, revealing the sky beyond
MultiplayerReplicationNetwork Testing

Advanced Multiplayer Systems Testing

A dedicated testbed for stress-testing replication, ownership, and RPC patterns under real network conditions — built to validate multiplayer systems before they ship, not after.

06

Other Notable Projects

Additional systems work spanning VR combat, replicated inventories, and top-down multiplayer.

Looping ribbons of voxel terrain over open ocean, with a test platform holding two small vehicles

Micro Voxel World Simulation

Voxel SystemsProcedural GenerationSimulation

Engineered a fully interactive voxel-world simulation with chunk-based spatial management, procedural environment generation, and real-time terrain editing. Developed the generation and interaction systems required to keep the compact world responsive, visually cohesive, and dynamically modifiable as players explored, constructed, and reshaped the environment during gameplay.

A yellow and blue aerobatic aircraft on a dark studio turntable

Real-Time Aerodynamics Simulation

AerodynamicsReal-Time SimulationAerospace EngineeringC++

Developed a real-time aerodynamic physics system in C++ that continuously computes lift, drag, and control-surface response from changing flight conditions. Translated aerospace engineering equations into an interactive simulation framework, allowing aircraft behavior to respond dynamically to angle of attack and control inputs directly within Unreal Engine.

A top-down defense board with orange and green teams of units scattered across a tan grid, connected by red targeting lines

Top-Down Multiplayer Defense Systems

MultiplayerTop-Down GameplayDefense SystemsC++

Architected a top-down multiplayer defense system with synchronized wave progression, tactical unit placement, and cooperative objective defense. Developed the C++ networking layer responsible for replicating player actions, deployed units, enemy-wave state, and shared objectives, keeping every client synchronized throughout coordinated multiplayer gameplay.

Physics-Based VR Combat Systems

VRPhysics SimulationCombat Systems

Engineered a physics-driven VR melee and interaction system in which grip behavior, weapon weight, momentum, and collision response emerge from real-time simulation. Replaced canned combat animations with responsive physical interactions, allowing player movement and impact forces to determine how weapons connect, react, and move through the virtual environment.

Multiplayer Inventory & Data Systems

MultiplayerData ManagementPersistence

Architected a replicated inventory and data-management framework for networked multiplayer games, with explicit handling for ownership, client prediction, and authoritative state synchronization. Integrated persistent save and load functionality to preserve player inventories and gameplay data across sessions while maintaining consistent state between the server and connected clients.

Multiplayer Vehicle Physics

Vehicle PhysicsMultiplayerReplication

Engineered replicated vehicle physics for wartime-era multiplayer vehicles, synchronizing driver input, suspension behavior, and damage state across the server and connected clients. Developed the networking logic required to preserve responsive handling and a consistent physical state during movement and combat, preventing visible divergence between players.

07

Tutorials & Devlogs

Character systems, combat, environment art, UE5 fundamentals, product setup guides, and project teasers — 26 videos in total.

Stylized Environment — Seasons & Biomes
Tutorial

Stylized Environment — Seasons & Biomes

Multiplayer Dynamic Material Instances
Tutorial

Multiplayer Dynamic Material Instances

Light Propagation Tutorial
Tutorial

Light Propagation Tutorial

Blueprint Communication Tutorial
Tutorial

Blueprint Communication Tutorial

Bullet Impact Force Tutorial
Tutorial

Bullet Impact Force Tutorial

Enemy Damage System Tutorial
Tutorial

Enemy Damage System Tutorial

Character Health & UI Tutorial
Tutorial

Character Health & UI Tutorial

Eating Food & Filling Hunger Bars
Tutorial

Eating Food & Filling Hunger Bars

Hunger Bar & UI Tutorial
Tutorial

Hunger Bar & UI Tutorial

Advanced Hunger Bar Tutorial
Tutorial

Advanced Hunger Bar Tutorial

Double Jump Tutorial
Tutorial

Double Jump Tutorial

Character Movement (UE5) Tutorial
Tutorial

Character Movement (UE5) Tutorial

Character Movement Ep. 3 — Stamina UI
Tutorial

Character Movement Ep. 3 — Stamina UI

Character Movement Ep. 2 — Sprint & Crouching
Tutorial

Character Movement Ep. 2 — Sprint & Crouching

Character Movement Ep. 1 — Basics
Tutorial

Character Movement Ep. 1 — Basics

Making KSP in Unreal Engine
Devlog

Making KSP in Unreal Engine

Base Building System — Dev Update
Dev Update

Base Building System — Dev Update

Modular Showcase
Showcase

Modular Showcase

Modular Showcase — Setup Guide
Setup Guide

Modular Showcase — Setup Guide

Modular Building System — Setup Guide
Setup Guide

Modular Building System — Setup Guide

Interaction Starter Pack — Setup Guide
Setup Guide

Interaction Starter Pack — Setup Guide

Interaction Starter Pack — Teaser
Teaser

Interaction Starter Pack — Teaser

FPS Scope Creator — Setup Guide
Setup Guide

FPS Scope Creator — Setup Guide

FPS Scope Creator — Product Teaser
Teaser

FPS Scope Creator — Product Teaser

FPS Scope Creator — VR Demo
VR Demo

FPS Scope Creator — VR Demo

FPS Scopes Pack — Teaser
Teaser

FPS Scopes Pack — Teaser

Let’s build something.

Available for Unreal Engine contract work, marketplace collaborations, and custom solutions built to your project’s spec. If it needs to be modular, replicated, or just actually work — that’s the job.

Contract WorkMarketplace AssetsCustom SolutionsTooling & Pipelines
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