Hey
I’m a Gameplay Engineer and Technical Animator with over four years of experience creating AI,
physics-based simulations, and immersive VR/PC experiences. I specialize in Unreal Engine,
building everything from advanced AI and physics-driven characters to interactive systems and
networked gameplay using both C++ and Blueprints. My work often blends cutting-edge machine
learning—like ML-driven humanoid navigation, iLQG locomotion, and adaptive AI—with solid
game design principles. I’ve contributed to immersive titles such as Cry of Athena and Plastic
Battlegrounds, delivering high-quality gameplay across multiple platforms.
Key Skills:
Software & Frameworks:
Unreal Engine, Unity, Blender, Maya, Animation Programming, Rigging, UI programming, AI programming , game
physics programming, Multiplayer programming , VR ergonomics, Active Ragdolls
Programming Languages:
C++, C#, UE Blueprint, HLSL, Python, TypeScript, JavaScript, CUDA
Here I have created Machine Learning humanoid robot navigation in real time
In VR, players can hit robot , disturb robots navigation, however robot is smart enoght to adopt to any perturbation and balances
This is my one of my service to solve rendering bottleneck in Quest 2 and Andorid devices.
On the the triangle call and draw call was optimized using UE matiral combiner and triangle LOD generation. Also default Occulution culling is disabled to reduce CPU bottleneck to increase FramesPerSecond