Latest Work

Professional Experience

INTERNSHIP

Ruins Last Stand (GameShastra)

Technical Art Traversal Mechanics UE5 Environment

Overview: Showcase of environment traversal, camera integration, and technical art mechanics developed during my time as an Unreal Technical Artist Intern.

  • Locomotion Blending: Integrated seamless state transitions for character movement within a high-fidelity environment.
  • Camera Systems: Implemented dynamic camera logic to prevent clipping and maintain player focus during complex traversal.

Engineering & Architecture

FEATURED C++ ARCHITECTURE

BlockTrial Framework

C++ & Blueprint Hybrid Slate/UMG C++ Design Patterns

The Goal: To build a robust backend that empowers designers. I focused on a "Hybrid Architecture" where core logic is written in C++ but exposed cleanly to Blueprints.

  • Designer-First Workflow: Created C++ base classes for UI and Gameplay that handle heavy logic, allowing designers to tweak visuals without touching code.
  • C++ UI System: Implemented the HUD and Menu logic directly in C++ to ensure performance, exposing only necessary events to the UMG Designer.
  • Architecture: Utilized Singleton Patterns for game state and Delegates for event-driven communication.
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BlockTrial Project

Core Gameplay Engineering

Parkour & Advanced Locomotion

State Machines Animation Blueprints

Focus: Engineering smooth, responsive player movement, jumping, rolling, and transition states without relying on pre-built plugins.

Interactive UI & Camera Mechanics

Interactive UI Scene Capture

Focus: A highly technical Photo Mode Camera system featuring real-time UI sliders (zoom, brightness, aperture) and wall-climbing logic.

Runner End (Endless Runner)

C++ Object Lifecycle Memory Optimization

The Solution: Built a custom Level Generator in C++ that manages Object Lifecycle. As the player progresses, previous tile segments are deactivated and recycled, ensuring stable memory usage.

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Runner End

Shipped Titles

That Button Again

Shipped (Itch.io) Blueprint Interfaces Teamwork

Overview: A puzzle-platformer developed for the GMTK Game Jam 2025. "Every room has one goal: escape. And one thing in common: that button."

  • Engineered the "Looping Room" logic using optimized Level Streaming.
  • Implemented Blueprint Interfaces for the button system, allowing a single interaction to trigger different mechanics (lasers, gravity flips) in each loop.
  • Managed Source Control using Diversion.
That Button Again