Living ecology
Species, weather, metabolism, population, disease, territory, and extinction systems are expressed as C++ types plus YAML-backed configuration. The code keeps the simulation testable without a rendered scene.
I build playable worlds where ecology, weather, lineage, and player choice share one ruleset. This portfolio documents the Age of Eons work visible in this repository: native Unreal C++, deterministic simulation code, authored data, a local web portal, and the tools that connect them.
Age of Eons is an open-world prehistoric prototype. The strongest parts are the rules underneath the spectacle: server-authoritative creature state, deterministic ecology, and a toolchain that makes iteration inspectable.
Species, weather, metabolism, population, disease, territory, and extinction systems are expressed as C++ types plus YAML-backed configuration. The code keeps the simulation testable without a rendered scene.
Creature movement and combat use replicated, quantized state with server validation. The beta portal uses revocable sessions, CSRF protection, and separate reviewer and identity-operator authority.
Python and PowerShell tools build, verify, launch, capture, and audit the world. Local pages expose species, atlas, server, and beta concepts without pretending sample data is live telemetry.
The artifacts below are local proof. They describe implementation and recorded verification, not employment history, awards, or a shipped commercial game.

The Frontier pass combines procedural terrain, biome dressing, climate and creature systems into an Unreal world. The recorded verification says the ordinary game continued beyond map loading with 40 AI and regular autosave.
Built/tested: local Unreal capture and verification artifacts. Planned: production multiplayer release, public server operations, and final art polish.
Weather and ecology are seeded and advanced through bounded data models. Headless tests cover creature, ecology, registry, and world math paths so a visual pass does not become the only source of truth.
// same seed → same world inputs
FAoEWeatherSystem Weather;
Weather.Bind(Config, WorldSeed);
Weather.Advance(DeltaHours);
const auto& State = Weather.Current();
The Age of Eons work is an independent Unreal prototype and portfolio proof. It is not presented as an Alderon Games mod, approval, partnership, or released Path of Titans content.
Alderon’s current FAQ says Path of Titans modding is under private testing; people with prior modding experience can sign up through the official creator portal. The application guide says applicants must be at least 18, complete all application steps, and may need to accept an NDA. Access is not guaranteed.
My evidence here shows data-driven creature systems, native C++ gameplay code, world tools, material and lighting passes, and a testing habit. Path of Titans SDK work will begin if access is approved.
For an actual application, I would prepare a compact mod sample using the authorized Dev Kit, document original assets and permissions, and follow Alderon’s current portal and agreement requirements after access is granted.