Personal Projects
(made in UE5 and Unity Engine)
Weapons & Interactions, Stealth based System with AI
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Developed a multiplayer stealth based Weapons and Interaction system in Unreal Engine (C++, Blueprints)
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Built a modular Interaction Component for context actions (doors, disguises, prompts, radial menu)
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Implemented takedowns with montages and Motion Warping, plus body dragging using Physics Handles
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Created AI stealth behaviour using Perception (sight, sound), noise distraction, spline patrols, and Behaviour Tree plus Blackboard states.
⚒ Unreal Engine | C++ | Blueprints | Multiplayer
FPS Deathmatch Multiplayer with Steam Integration
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Integrated Steam sessions for online multiplayer matchmaking
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Built a modular replicated weapon system with data driven stats
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Implemented drag and drop inventory with synced UI and server validation
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Developed replicated FPS movement with smooth aim and animation blending
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Created full damage and respawn pipeline (armor, headshots, hit feedback)
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Implemented team mode with scoring, spawn logic, and match rules
⚒ Unreal Engine | C++ | Blueprints | Multiplayer
RPG Souls-like Combat Mechanics using GAS
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Built a multiplayer Souls like RPG combat system using Unreal GAS (C++, Blueprints) in 4 days
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Implemented directional lock on, stamina based light and heavy combo attacks, and precise hit tracing
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Designed a component based architecture (Combat, Stats, Trace, Actions) for modularity and clean separation
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Used interface driven design (IFighter, IEnemy) for reusable combat across multiple characters
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Delivered Sekiro inspired responsive combat feel with cinematic impact
⚒ Unreal Engine | C++ | Blueprints | Multiplayer
Procedural Parkour and Traversal Animation System
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Developed a designer friendly procedural parkour and traversal system in Unreal Engine 5 (C++, Blueprints)
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Implemented wall runs, vaults, mantles, and climbing with responsive traversal logic
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Used procedural IK, Motion Warping, and Control Rig for fluid, adaptive animations
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Built for flexibility and fast iteration, suitable for linear and open world level design
⚒ Unreal Engine | C++ | Blueprints | Multiplayer
Procedural Maze Generation Tool
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Built a procedural maze generation tool in C++ using Qt and OpenGL (NGL)
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Implemented runtime maze generation using Prim’s, Wilson’s, and DFS backtracking algorithms
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Used core data structures (graphs, trees, stacks) for generation and path logic
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Developed an interactive Qt UI with real time rendering and visualization
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Shipped as a cross platform C++ app using CMake, Ninja, vcpkg, Git, and Google Test
⚒ C++ | Qt | OpenGL
About
I build modular and scalable gameplay systems that stay useful for the long term, giving designers freedom to experiment. I approach every feature with a system mindset so the work feels natural for both teams and players.
I work across Unreal C++ and Unity C#, creating AI behavior, combat logic, traversal, weapons, UI, multiplayer features, networking code, tools, and physics based interactions. I enjoy connecting tech with art through clear and flexible systems.
I love games and I love building the logic behind them. When a mechanic feels good, I study it and rebuild it to understand how it works and how to improve it.




