John Sensebe
Senior Gameplay & Simulation Engineer
I build real‑time interactive systems — from commercial game mechanics to high‑fidelity training simulations — using C#, C++, Unity, Unreal Engine, Python, and deep experience in gameplay architecture, physics, and deterministic behavior. My work spans entertainment, defense, and technical R&D, with a focus on clarity, reliability, and player‑centric design.
I thrive where engineering, design, and art intersect. Whether architecting gameplay loops, building simulation tooling, or optimizing performance across platforms, I approach every project with precision, curiosity, and a collaborative mindset.
Core Strengths
- C#, C++, Unity, Unreal Engine, Python
- Gameplay systems architecture
- Simulation & real‑time training systems
- Physics, timing, and deterministic behavior
- Tooling, pipelines, and performance optimization
- Cross‑discipline collaboration
- Shipping commercial titles across multiple platforms
Featured Sections
- Unity Expertise — Deep experience with gameplay systems, simulation logic, tooling, performance optimization, and platform‑specific considerations.
- How I Work — Engineering philosophy, workflow, communication style, and approach to solving complex technical problems.
- Projects — A curated selection of shipped titles, simulation/training systems, prototypes, and technical explorations.
Selected Projects
Game Development
- Olly Power Play (Meta Quest 2, Pico Neo 4) — VR gameplay engineering and systems development
- Jillian Michaels Fitness Adventure (Xbox 360) — Kinect gameplay systems, body‑tracking logic, and large‑scale gameplay engineering
- Mighty Flip Champs! (Nintendo DSi) — Hardware‑level graphics programming, horizontal blanking effects, and core gameplay architecture
- Space Chimps (Nintendo DS) — Dual‑screen 3D rendering, engine modification, and custom gameplay design
- Skylanders: Giants (Nintendo 3DS) — Gameplay systems and platform integration
- Skylanders: SWAP Force (Nintendo 3DS) — Gameplay systems, tool engineering, and platform integration
- Heroes of Ruin (3DS) — Gameplay engineering and performance improvements
- Halo Mega Bloks (Cancelled) (Xbox 360) — Unreal Engine 3 gameplay systems, AI improvements, and cover‑system optimization
Simulation & Training
- Virginia Torpedo Room Block III Trainer — Real‑time simulation and training logic
- 688i Weapons Launch Console Trainer — Real‑time simulation and training logic
- EMALS Ops and Maintenance Trainer — High‑fidelity complex simulation including multiple trainees and automated deck personnel
© 2026 John Sensebe — Gameplay & Simulation Engineer