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Rahul Chandra

AI & Gameplay Systems Engineer

About Me

ABOUT ME

I believe the best gameplay systems are those built for long-term use, allowing designers to experiment freely and adapt features based on what works best for the game. I approach my work with a system designer’s mindset, building frameworks that are modular, scalable, and intuitive for both designers and players.

 

My experience includes leading Unreal-side development, improving existing systems, and expanding multiplayer functionality through custom C++ features and networking code. I also enjoy refining visualization tools, creating physics-based interactions, and developing morphing systems that connect art and gameplay.

I'm a Gameplay Engineer with over 3.5 years of experience in Unreal Engine (C++) and Unity (C#). I’ve developed systems ranging from Gameplay Ability System(GAS), weapons, 3Cs, and UI to parkour traversal, combat, and AI.

I love games, but I’m even more passionate about building them. When a mechanic or feature feels great, I break it down and rebuild it, that's how I grow as a developer.

TOP PROJECTS

UnrealProjects

Weapons & Interactions, Stealth based System with AI(multiplayer integration)

âš’ Unreal Engine | C++ | Blueprints

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Inspired by stealth-action and tactical shooter titles like Hitman, and Metal Gear Solid, this modular Unreal Engine weapon system supports fast weapon switching, multiplayer replication, and dynamic feedback. Designed for flexibility, it allows designers to tweak weapon stats, effects, and behavior directly in-editor without modifying code, making it ideal for rapid iteration and scalable development.

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  • Data-Driven Weapon Assets

    • Configured through UWeaponDataAsset for easy tuning of damage, fire rate, recoil, spread, and visual or sound effects.

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  • Modular Code Structure

    • Core logic for firing, reloading, and ammo management, with separate components managing VFX, SFX, and animations.

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  • Dynamic UI Integration and Interaction System

    • Real-time updates for crosshair, ammo count, and hit markers using event-driven systems 

RPG Souls-like Combat Mechanics(multiplayer integration)

âš’ Unreal Engine | C++ | Blueprints

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Built in 4 days using Unreal Engine 5 C++, this modular melee combat system features directional lock-on, stamina-based light/heavy combos, and precise hit detection.

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Combat is fully component-based (Combat, Stats, Trace, Actions) and interface-driven (IFighter, IEnemy), enabling clean logic separation and reuse. Attacks, rolls, and VFX are synced using custom AnimNotifies, with socket-based tracing for accurate weapon hits.

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Inspired by Sekiro, it delivers scalable, designer-friendly combat logic with responsive player movement and cinematic feel.

Procedural Parkour and Traversal Animation System

âš’ Unreal Engine | C++ | Blueprints

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I created a designer-friendly parkour system that enables dynamic movement through wall runs, vaults, mantles, and climbing.

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Built using Unreal Engine 5 and C++, it leverages procedural IK, motion warping, and Control Rig to create fluid, responsive traversal without relying on authored animation blueprints.

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Designed for flexibility, the system supports rapid iteration and clean integration into both linear and open-world level designs.​

Procedural Maze Generation Tool

âš’ C++ | Qt | OpenGL

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Developed a procedural maze generation tool in C++ using CLion, Qt, and the NGL graphics library.

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The system allows users to generate mazes at runtime using selectable algorithms like Prim’s, Wilson’s, and DFS with backtracking. 

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What I achieved:

  • Implementing graph-based algorithms in a practical, visual context

  • Using data structures like trees, graphs, and stacks for pathfinding and generation

  • Building cross-platform C++ applications with CMake, Ninja, and vcpkg

  • Creating interactive UI systems with Qt and integrating real-time rendering

  • Writing testable code using Google Test and maintaining code with Git

Unreal Engine Editor Inbuilt Toolkit 

âš’ Python | Unreal Engine

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Editor toolkit designed to streamline asset management, actor placement, and scene organization.

 

Built as part of a technical assignment at Bournemouth University using Unreal 5.2.1 and PySide2, the tool automates repetitive tasks within the editor through a custom UI, improving workflow speed and reducing manual errors.

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What I achieved:

  • Building custom Python tools within the Unreal Engine pipeline

  • Integrating PySide2 GUIs into Unreal Editor workflows

  • Automating level design and asset organization tasks

  • Improving production efficiency through editor scripting

  • Setting up and managing Python environments within UE projects

UnityProjects

The Wombats : Official Game(MVG Studios)

âš’ Unity Engine | C#

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I implemented core systems including swipe-based vehicle controls, AI opponents, mobile optimization, and animated UI using DOTween.

 

Integrated ad networks and built tools for level design while ensuring smooth performance on low-end devices. Collaborated with designers and QA to refine mechanics and improve player feedback.

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What I achieved:

  • Building responsive input systems and AI using Unity's physics and event system

  • Profiling and optimizing mobile performance through memory and asset management

  • Using DOTween for clean and modular UI animation workflows.

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Tikky Tokky Drop Game (MVG Studios)

âš’ Unity Engine | C#

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Worked as a Game Programmer on TikkyTokky Drop Game, an endless runner featuring social media influencers, developed under BeGames Ltd using Unity and C#.

 

I implemented core gameplay including swipe-based movement, procedural level generation, dynamic obstacles, and multiple map systems.

 

Built modular tools to streamline level creation and integrated Unity Ads, IAP, leaderboards, and Facebook SDK for monetization and analytics. 

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What I achieved:

  • Designing procedural content systems for mobile games

  • Building flexible gameplay logic and AI-driven obstacles

  • Profiling performance and memory using Unity’s Profiler.​

 © 2025 Rahul Chandra 

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