UNREAL GAME DEVELOPER

Gameplay first.
Built in Unreal.

I am Pavan, an Unreal Game Developer. I build gameplay in C++ and Blueprints, with a focus on responsive controls and systems that are easy to extend.

My background in real-time filmmaking and film rigging shapes how I solve problems, plan the work, and build for production.

INSIDE THE BUILDUE / C++
WORK IN PROGRESS
PERSONAL PROJECT / 01Project SliceRanger combat. Reusable systems.
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INPUT→ATTACK COMPONENT→PROJECTILE
01 SELECTED WORK

The work.
And the thinking behind it.

Play the demo. Look under the hood.
Here’s how I approach a build.

Unreal Engine puzzle prototype demonstrationPERSONAL PROJECT · PROTOTYPE
What I’m doing in this video

I demonstrate two puzzle levels and explain how their gameplay logic works. Choose a timestamp to watch that part.

  1. I start the puzzle and repeat the light sequence by stepping on the coloured buttons. The sequence grows up to the configured length.

  2. I show how the manager starts the puzzle, generates a random sequence, moves through states and waits for player input.

  3. I explain the button movement, button IDs, material changes and how the buttons and lights communicate through the manager.

  4. I demonstrate the two levers that control the platform along two axes. Hitting an obstacle resets the attempt.

  5. I show why the moving obstacles are difficult at normal speed, then use slow motion to create more time to react.

  6. I open the Blueprint setup: global dilation switches between 0.1 and 1, while the character and platform use custom dilation of 10 or 1 to compensate.

  7. I show editor controls for movement axis, range, speed and phase offset, so instances can move differently.

  8. I explain the saved reset target and collision-triggered teleport. At the end, I discuss using LLM assistance and manually correcting unstable logic.

02 / INTERACTIVE SYSTEMSUNREAL ENGINE

Small puzzles.
Interesting problems.

A memory sequence. A moving maze. Two different ways to think about interaction.

I built a Simon Says level and a platform maze to explore state-driven gameplay, clear feedback, and control over time.

C++State logicTime dilationBlueprints
Simon Says: one manager, clear roles +

The manager generates a random sequence, directs the lights and checks the player’s input. Buttons report back to it through overlap events. Depressing the buttons and switching light materials give the player visible feedback. Sequence length and timing can be adjusted.

The maze: making time work for the player +

Two levers steer a platform through moving obstacles. Slow motion gives the player more time to react: global time dilation slows the environment, while custom time dilation compensates for the character and platform. Obstacle speed, movement range, axis and phase offset can be adjusted in the editor.

Iteration and debugging +

Collisions reset the platform to an editor-defined target. I used LLM assistance for parts of the puzzle logic, then corrected unstable behaviour manually and tested the result in the level.

Open full devlog on YouTube ↗

I like understanding why something works, then finding a way to make it useful, repeatable, and easier to build on.

02 FILM & PRODUCTION

A foundation
behind the frame.

Rigging work at Moving Picture Company.
A different scale. The same care for the details.

Official Mufasa: The Lion King movie posterON-SCREEN CREDIT
DISNEY · 2024MPC

Mufasa: The Lion King

Rigging Artist · Credited in the film

Official Ant-Man and the Wasp: Quantumania movie poster
MARVEL STUDIOS · 2023MPC

Ant-Man and the Wasp:
Quantumania

Rigging Artist

Atlas movie poster featuring Jennifer Lopez
NETFLIX · 2024MPC

Atlas

Rigging Artist

ALSO AT MPC

Worked on the Unreal Engine animated show Polar Rescue: Super Guardians, alongside film production work and scripting with Python and MEL.

Posters identify the productions I contributed to. Artwork belongs to the respective studios. Image sources ↗

03 MY JOURNEY

Different workplaces.
A broader way of thinking.

Each role changed how I approach a problem.
I carry those lessons into what I build today.

01
TECHNICAL ARTIST · 2020–2022

Viga

Entertainment Studio

Find a way to make it work.

At Viga, I learned to innovate within limitations. Building a real-time filmmaking pipeline in Unreal meant working through practical problems, trying different approaches and making the most of the tools we had.

I worked with the creative director and project manager on the pipeline, and built game-ready rigs for characters, vehicles and creatures in Maya and Blender.

InnovationProblem solvingWorking within constraints
02
RIGGING ARTIST

MPC

Moving Picture Company

Understand what the work takes.

MPC taught me the discipline behind production: understanding the requirement, thinking through the steps, and following a process that other people can rely on.

Working in film helped me see how an individual task fits into a much bigger pipeline. I learned to give the thinking behind a solution the same care as the solution itself.

Production disciplineThoughtful processPipeline awareness
03
CURRENT · UNREAL GAME DEVELOPER

Innowaft

Bring both together.

At Innowaft, I apply the inventive thinking I developed at Viga alongside the discipline and structured approach I learned at MPC.

Innovation + discipline
04 TOOLKIT

Art meets logic.
That’s my space.

A background across engineering, technical art and rigging helps me move between how something looks, how it behaves, and how it’s built.

More about my background ↗
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Gameplay & systems

Unreal Engine · C++ · Blueprints
Gameplay components · Interfaces · UI

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Animation & technical art

Character & vehicle rigging · Control Rig
Animation Blueprints · Shaders · Niagara

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Tools & production

Maya · Blender · Python · MEL
Sequencer · Real-time pipelines · Mocap workflows

HAVE SOMETHING IN MIND?

Let’s make
something work.

A game, a system, or a problem that needs a fresh perspective.
I’d be happy to hear about it.

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BENGALURU, INDIAVIEW RÉSUMÉ ↗

Project devlog

What I’m doing in this video

Having trouble playing? Watch on YouTube ↗