Building high-performance games and their backend systems
$10k+
Earned
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Hired
5.0
Rating
23
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Building high-performance games and their backend systems
Built a Collab Viewer style toolset inside the UE5.5 project and made it reliable for dedicated-server multiplayer. I migrated/merged the Collab architecture into a my project (GameMode, PlayerController, Pawns, PlayerState), fixed reference/compile issues, and wired the tools to our custom UI for both First Person and Orbit pawns.
Key work included replication/RPC cleanup so tools work over a server, plus integrating tools like annotations (text, paint and erase), transform, Datasmith runtime loading (replicated so one client’s load appears for others), measuring/dimension tool (place/edit/delete and unit switching), and bookmarks (place, list UI and teleport with rotation).
A network-ready collaboration layer in custom with UI-driven workflows and server-validated replication, ready for packaging/testing and ongoing polish
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Terrain Importer for Unreal Engine (Python + Custom UE Plugin)
I built an end-to-end terrain importer that converts raw terrain dataset files into fully usable Unreal Engine landscapes automatically. Before this, importing and setting up ~45 landscape tiles in Unreal could take ~60 minutes and was easy to mess up. I wanted a fast, repeatable pipeline. It allows:
Python reads the dataset and generates Unreal-ready .r16 heightmaps
Python automation creates a new Unreal project and imports the heightmaps
Custom UE plugin (C++) builds Landscapes from the imported heightmaps and places them correctly in the level
Foliage: automatically placed across the terrain
The workflow reduce from ~60 minutes to ~5 minutes for ~45 landscapes (~12× faster) and made it deterministic and repeatable ideal when terrain needs frequent regeneration.
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I worked on a multiplayer VR Search & Rescue simulation. I built the online stack in Unreal using Epic Online Services (EOSOnlineSubsystem) and Vivox voice chat, handled session creation + server/client synchronization, and delivered key VR interactions (grabbing/manipulation) plus traversal systems like vehicles and real-world terrain streaming with Cesium to support realistic rescue missions.
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I worked on R3V3nge, focusing on turning gameplay ideas into stable, production-ready features in Unreal (C++ + Blueprints). I implemented and iterated core gameplay systems, tightened state handling, fixed edge-case bugs, and ran regular QA/debug passes to prevent regressions. I also did profiling/performance tuning to reduce hitches and keep gameplay responsive, while unblocking teammates when needed.