About me
Hi, I'm Christian Haase - a software engineer from Esbjerg, Denmark and the author of Unreal Snacks, currently exploring the deeper parts of Unreal Engine, game development and custom tooling.
I've worked professionally as a software engineer for around a decade, primarily in the .NET ecosystem. My background includes REST APIs, backend systems, console applications, Windows services, integrations, an application security. Over the years, I've developed a strong appreciation for maintainable code, clear architecture, security-conscious development, and systems that are meant to last (knowing full well that code ages like fine milk 😅)
However, my original reason for learning software engineering was games.
Computer games and game development have always been a major interest of mine, and after years of building "traditional" software, I've started moving more seriously toward game development and Unreal Engine. This blog is part of that journey.
Why Unreal Snacks exists
This site is where I write about all the things I learn along the way, working with Unreal Engine, C++, editor tooling, gameplay systems and game development in general.
As I've learned the hard way, a lot of Unreal Engine development involves digging through documentation, engine source code, forum posts, trial and error, and small discoveries that are easy to forget later. My goal with this site is to turn those discoveries into useful, practical write-ups, both for myself and for other developers who may run into the same problems. Furthermore, a goal of this site is to create the articles that I personally needed when I was starting out and ran into problems.
The posts you may come across here will likely include topics in the likes of:
- Unreal Engine C++ patterns
- Custom editor tools
- Gameplay systems and architecture
- Plugin development
- Debugging and profiling
- Lessons learned from personal game projects
- ... and the occasional rant about Unreal Engine
This is not meant to be an "expert from day one" type of site. It is a learning journal, technical notebook and public knowledge base.