Yuvi GD
Yuvi GD
Yuvi GD
MANIFESTO

YUVI

๐ŸŽฎ Game Dev (Unreal)โš™๏ธ Low-Level System Dev๐ŸŽจ 3D Artist
YuviArchitecture.h
1// Engineering Architecture Identity
2
3USTRUCT(BlueprintType)
4struct 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};
โฌก YUVI.GDLn 20, Col 1โšก Compiled OK

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.

๐ŸŽฏ Systems Architect
โšก Multiplayer & GAS Frameworks
๐Ÿš€ Shipped Systems & Games
๐Ÿ“„ Resume GitHub

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

Unreal Engine 4/5C++Gameplay Ability SystemBlueprintsLyra FrameworkMotion MatchingChaos PhysicsPCG

Low-Level & System Tools

CC++SokolSDL3Zero-AllocationMemory ManagementMultithreadingCMake

Multiplayer & In-Engine Net

Native UE ReplicationFastArray SerializationReplication GraphsServer-Authoritative LogicClient PredictionEOS

UI & Native Interfaces

Slate (C++)UMGWidget VirtualizationSlint UIFlutterTether Micro-KernelThorVG

Backend & Dedicated Infra

Dedicated Game ServersNode.jsPostgreSQLSQLiteDockerREST & Webhookslibpqxx (C++)State Sync

3D Pipeline & Tech Art

BlenderMesh LOD OptimizationTexture MipmappingPBR MaterialsDraw-Call BudgetsPhotoshop

Workflow & Production

Perforce (P4V)GitNotionJiraClickUpTechnical DocumentationAgile WorkflowsCross-Functional Leadership

Third-Party Integration

Epic Online ServicesAgora SDKZoom SDKXsollaCEF / WebView2Aptos SDK (C++)
๐ŸŽฎ

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.

๐ŸŒ

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.

โš™๏ธ

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.

๐Ÿ–ฅ๏ธ

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.

๐ŸŽจ

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.

๐Ÿ“

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.

CONTACT

Open to game development projects, collaborations, and new challenges. Pick any platform below.

Yuvi GD

Game Developer & 3D Artist crafting immersive digital experiences. Pushing the boundaries of interactive technology.

Services

  • Game Development
  • Technical Art & Pipeline
  • Full-Stack Web Development
  • Custom Software Solutions
  • Utilities & Network Systems

Get In Touch

Email:
Yuvi_GD@outlook.com

Discord:
yuvi_gd

ยฉ 2026 Yuvi GD. All rights reserved.

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