I specialize in writing clean, Object-Oriented C++ systems for Unreal Engine 5. My core focus is translating complex game design into scalable code, focusing on gameplay mechanics, event-driven architectures, and tight game-feel.
While my heart is in programming and backend logic, I have a strong interest in the entire game development pipeline. I actively experiment with Niagara VFX and Blender to prototype my ideas, making me a programmer who understands how to bridge the gap between code and creative art.
AI-nimate: Text-to-Motion UE5 Plugin (B.Tech Final Year Project) An Unreal Engine 5 Editor Plugin that generates skeletal animations directly from text prompts. Built to showcase Engine API knowledge, animation programming, and external tool integration inside the UE5 Editor.
๐ Source Code: AI-nimate repository.
Currently building a fast-paced, highly optimized Arena Shooter heavily inspired by ULTRAKILL and DOOM.
Technical Highlights of this project:
- Decoupled C++ Weapon Architecture & Event-Driven UMG (Delegates).
- Object Pooling for projectile casings to eliminate Garbage Collection spikes.
- Physics-driven custom movement (Frictionless sliding, dual air-dashes, slope-momentum).
- Implementation of Niagara VFX (Weapon beams, dynamic scaling AoE explosions) via C++ parameters.
๐ Check out the C++ architecture and gameplay in the HordeShooter repository.
๐ค I am currently looking to collaborate on Game Dev projects in UE5! If you need a dedicated C++ programmer to bring your mechanics to life, let's talk.