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Personal Projects
(made in UE5 and Unity Engine)

UnrealProjects

Weapons & Interactions, Stealth based System with AI

  • Developed a multiplayer stealth based Weapons and Interaction system in Unreal Engine (C++, Blueprints)

  • Built a modular Interaction Component for context actions (doors, disguises, prompts, radial menu)

  • Implemented takedowns with montages and Motion Warping, plus body dragging using Physics Handles

  • 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

  • Integrated Steam sessions for online multiplayer matchmaking

  • Built a modular replicated weapon system with data driven stats

  • Implemented drag and drop inventory with synced UI and server validation

  • Developed replicated FPS movement with smooth aim and animation blending

  • Created full damage and respawn pipeline (armor, headshots, hit feedback)

  • Implemented team mode with scoring, spawn logic, and match rules

Unreal Engine | C++ | Blueprints | Multiplayer

RPG Souls-like Combat Mechanics using GAS

  • Built a multiplayer Souls like RPG combat system using Unreal GAS (C++, Blueprints) in 4 days

  • Implemented directional lock on, stamina based light and heavy combo attacks, and precise hit tracing

  • Designed a component based architecture (Combat, Stats, Trace, Actions) for modularity and clean separation

  • Used interface driven design (IFighter, IEnemy) for reusable combat across multiple characters

  • Delivered Sekiro inspired responsive combat feel with cinematic impact

Unreal Engine | C++ | Blueprints | Multiplayer

Procedural Parkour and Traversal Animation System

  • Developed a designer friendly procedural parkour and traversal system in Unreal Engine 5 (C++, Blueprints)

  • Implemented wall runs, vaults, mantles, and climbing with responsive traversal logic

  • Used procedural IK, Motion Warping, and Control Rig for fluid, adaptive animations

  • Built for flexibility and fast iteration, suitable for linear and open world level design

Unreal Engine | C++ | Blueprints | Multiplayer

Procedural Maze Generation Tool

  • Built a procedural maze generation tool in C++ using Qt and OpenGL (NGL)

  • Implemented runtime maze generation using Prim’s, Wilson’s, and DFS backtracking algorithms

  • Used core data structures (graphs, trees, stacks) for generation and path logic

  • Developed an interactive Qt UI with real time rendering and visualization

  • 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.

About Me

 © 2026 Rahul Chandra 

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