

YUVI
| 1 | // Engineering Architecture Identity |
| 2 | |
| 3 | USTRUCT(BlueprintType) |
| 4 | struct FYuvi |
| 5 | { |
| 6 | GENERATED_BODY() |
| 7 | |
| 8 | UPROPERTY(EditAnywhere, Category="Identity") |
| 9 | FString Motto = TEXT("Code meets Creativity"); |
| 10 | |
| 11 | // Core tech stack |
| 12 | UPROPERTY(EditAnywhere, Category="Arsenal") |
| 13 | TArray<FString> TechStack = { |
| 14 | "Unreal Engine", "C++", "GAS", |
| 15 | "Low-Level Systems", "Slate/UMG", "Blender 3D" |
| 16 | }; |
| 17 | |
| 18 | UFUNCTION(BlueprintCallable) |
| 19 | void CompileSystems() const; |
| 20 | }; |
Unreal Engine and systems engineer building low-level runtime tools, custom architectures, and decoupled multiplayer frameworks. Bridging bare-metal C++ engineering with high-fidelity 3D art pipelines from concept to execution. Code meets Creativity.
ABOUT ME
Engineering Overview
I am an Unreal Engine C++ programmer focused on building modular gameplay systems, production tools, and plugins. Whether working with frameworks like GAS and Lyra or architecting custom C++ systems from scratch, my goal is always to create architecture that is stable, decoupled, and intuitive. A major focus of my work is building tools and plugins that empower designers and developers to iterate quickly, test mechanics without friction, and significantly boost their day-to-day productivity.
My foundation is in Computer Engineering, so I care deeply about what happens at the hardware level. I think in terms of memory layouts, cache efficiency, multithreading, and compiler output. Outside Unreal Engine, this bare-metal mindset drives me to build lightweight C and C++ runtime utilities, minimal graphics tools using Sokol and SDL3, and custom desktop wrappers like BinWeb that run fast without the weight of bloated frameworks.
For multiplayer games, I implement server-authoritative replication, custom network serialization, and stable dedicated server pipelines, backing them with Docker, PostgreSQL, and Node.js whenever persistent backend state is needed. Having a hands-on background in 3D modeling and technical art in Blender, I also understand mesh budgets, LODs, and texture optimization, helping me keep visual fidelity high while holding a steady 60 FPS.
Core Game Systems
Low-Level & System Tools
Multiplayer & In-Engine Net
UI & Native Interfaces
Backend & Dedicated Infra
3D Pipeline & Tech Art
Workflow & Production
Third-Party Integration
Gameplay Systems & Architecture
Architecting scalable, modular gameplay frameworks in Unreal Engine 4/5. Deep specialization in the Gameplay Ability System (GAS), Lyra, event-driven character mechanics, motion matching, and deterministic state management.
Multiplayer & In-Engine Replication
Engineering authoritative multiplayer network architectures in Unreal Engine. Specialized in FastArray serialization, Replication Graphs, client-side prediction, RPC validation, and Epic Online Services (EOS) session orchestration.
Low-Level Systems & Tooling
Developing zero-dependency, cache-friendly runtime tools and micro-engines in C/C++20 (Sokol, SDL3, Native WebViews). Bypassing framework bloat with zero-allocation micro-kernels and native binaries typically under 5MB.
Backend Systems & Dedicated Infra
Architecting dedicated server infrastructure and backend pipelines separate from game clients. Building containerized microservices with Docker, PostgreSQL databases, and Node.js for real-time state synchronization and secure APIs.
Technical Art & Asset Optimization
End-to-end command of the 3D pipeline in Blender and Unreal Engine. Implementing strict LOD budgets, texture mipmapping, PBR shading, and aggressive draw-call reduction to guarantee locked 60 FPS performance.
UI Systems & Native Interfaces
Engineering hardware-accelerated, decoupled interfaces from low-level C++ Slate and virtualized UMG in Unreal Engine to native Slint UI and custom zero-allocation micro-frameworks like Tether.
ENGINEERING ARSENAL
A curated showcase of battle-tested engineering solutions, gameplay systems, and architectural explorations.
Game Development
Project Orvus
A vertical slice PC shooter demo built by a solo developer, featuring Motion Matching, advanced Threat-Matrix AI, dynamic cover systems, and data-oriented combat.
Last Salvation
A fantasy ARPG on UE5 integrating Aptos blockchain via an async multithreaded plugin that executes cryptographic signing without blocking the game thread.
HoloEco
An Unreal Engine 5 metaverse commerce platform embedding a Chromium WebView for video meetings and a custom HTTP server for Stripe-based transactions.
GearUP
A globally targeted multithreaded deterministic vehicle sandbox platform built on UE5, with Indian vehicles as the launch content module.
Quest System Framework
A modular, event-driven quest and objective management framework for Unreal Engine using UCLASS interfaces and SaveGame serialization.
MP_CombatSystem (Meme_Fight)
An Arkham-style freeflow combat framework for UE5 using GAS, dual-layer AI (Behavior Tree + Combat Director), and a debounced token system for scalable multi-enemy pacing.
Utilities & Plugins
MP_Manager
A modular session orchestration and lobby management framework built to abstract Unreal Engine Online Subsystems.
MP_ChatSystem
A server-authoritative multiplayer chat architecture utilizing FFastArraySerializer for O(1) network delta updates.
MP_Inventory
A highly optimized, fully replicated multiplayer inventory system built on FFastArraySerializer.
MP_Aptos
An asynchronous Web3 orchestration layer bridging Unreal Engine with the Aptos blockchain network.
MP_Interface
A high-performance UI orchestration library built directly on Unreal Engine's low-level Slate architecture.
Tools & Systems
BinWeb
A zero-dependency C++ framework compiling static web applications into native executables via host OS WebViews.
3DViewer
A lightweight, cross-platform 3D model viewer built in C++ using the Sokol library ecosystem.
Chitra 2D Render Engine
A high-performance, data-oriented 2D rendering engine in pure C99, featuring a dynamic 2-table memory model, microsecond LSD Radix Sorting, hole-skipping 32-bit index streaming, and true 0.0% idle system utilization.
Tether UI Engine
A revolutionary C-based engine designed as the ultimate infrastructure for building high-performance, cross-platform UI systems.
Rvelent Engine
An experimental C++20 game engine exploring modular subsystem decoupling and SDL3 hardware abstraction.
Software & Web Development
Qenba Browser
A lightweight C++20 web browser using Slint UI for hardware-accelerated native chrome and Edge WebView2 for web rendering.
ZenBar
A compact always-on-top Windows status overlay surfacing system metrics, SMTC media controls, and DDC/CI brightness from the top screen edge.
Bolt Player
A cross-platform Flutter media player with libmpv backend, YouTube content extraction, and a custom C++/WinRT SMTC plugin for Windows media integration.
Ultra Audio (ua)
An ultra-low latency bidirectional audio streaming architecture using native OS audio APIs, Opus codec, and raw BSD sockets over UDP or ADB-forwarded USB.
ProBill
A desktop billing application packaging a web interface into a native Windows executable via the BinWeb framework.
D-Record
A Vue.js dairy delivery platform managing 5,000+ orders for 300+ customers with multi-role access and automated scheduling.
Orenda On Forever
A Next.js e-commerce platform for luxury Padel and Pickleball rackets using Blender-rendered visuals and a hybrid Supabase/localStorage cart.