

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 | "Slate/UMG", "Next.js", "Blender" |
| 16 | }; |
| 17 | |
| 18 | UFUNCTION(BlueprintCallable) |
| 19 | void CompileSystems() const; |
| 20 | }; |
Architecting gameplay systems and low-level engine tools that translate complex logic into interactive realities. From multithreaded procedural generation to custom native UI frameworks, raw engineering meets production-ready execution. Code meets Creativity.
ABOUT ME
Engineering Overview
I am a game developer and systems architect focused on building robust, performance-critical mechanics and scalable multiplayer infrastructure. Instead of treating features in isolation, I design cohesive frameworks that empower creative teams and ensure stability at scale.
My expertise centers around Unreal Engine 5 and C++, heavily utilizing the Gameplay Ability System (GAS) and server-authoritative replication models. Beyond the engine, I engineer comprehensive backend solutions using full-stack web technologies to integrate seamless real-time data, complex APIs, and cross-platform native tools.
With a foundational background in Technical Art, I maintain end-to-end command over the production pipeline, bridging the vital gap between low-level system engineering and high-fidelity visual execution.
Core Game Systems
Low-Level & System Tools
Multiplayer & Network
UI & Interaction
Web Infrastructure
Tech Art & Tools
Workflow & Management
Third-Party Integration
Game Architecture & Combat
Engineering complex, event-driven systems using the Gameplay Ability System (GAS) and Lyra. Focused on optimizing C++ execution and building modular plugin architectures for interactive systems.
Multiplayer Infrastructure
Architecting server-authoritative simulation logic. Extensive implementation of Epic Online Services (EOS) and FastArray replication to securely handle massive concurrent player states.
Core Systems & Integration
Bridging Unreal Engine with external software ecosystems. Writing custom native OS wrappers and securely integrating robust APIs like Web3 smart contracts and custom databases.
Technical Art & Pipeline
Commanding the end-to-end creative pipeline. From optimizing game-ready Blender meshes with strict LOD limits to orchestrating dynamic UMG and Slate interfaces.
ENGINEERING ARSENAL
A curated showcase of battle-tested engineering solutions, gameplay systems, and architectural explorations.
Game Development
GearUP
A globally targeted multithreaded deterministic vehicle sandbox platform built on UE5, with Indian vehicles as the launch content module.
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.
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.
Rvelent
An experimental C++20 game engine exploring modular subsystem decoupling and SDL3 hardware abstraction.
TetherUI
An experimental low-level UI renderer engineered directly on top of the WebGPU API.
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.