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class GameDeveloper : public APawn
{
FString Name = "Prashanna A";
FString Role = "Gameplay Developer";
FString Engine = "Unreal Engine 5";
TArray<FString> Speciality = {
"Gameplay Programming (C++ & Blueprints)",
"Mechanics & Systems Design",
"Level Design",
"3D + 2D Game Development"
};
FString CurrentWork = "Building UE5 gameplay systems & playable prototypes";
FString Availability = "Open to Junior Game / Unreal Engine Developer roles";
};Real gameplay systems I've designed and built across my projects — not buzzwords.
| 🎮 | System | 💬 Where I built it |
|---|---|---|
| 🧩 | Sweep-based movement (collision-aware) | Puzzle |
| 🚪 | Trigger / overlap event systems | Puzzle |
| 🔓 | Lock-target objective sequencing | Puzzle |
| 💎 | Collectibles + game-state progression | Puzzle |
| 🏁 | Ordered checkpoint validation (anti-shortcut) | RacingGame |
| 🔁 | Lap counting & race logic | RacingGame |
| 🚗 | Vehicle input & control | RacingGame |
| 🟫 | C++ gameplay module (engine-level) | Practice4 |
| 🕹️ | 2D sprite/flipbook animation | Escape2D |
| 🗺️ | Custom level & track design | All projects |
🧩 Puzzle — 3D Puzzle Game UE5 · C++ · Blueprints
✦ Sweep-based, collision-aware movement using Unreal sweep traces
✦ Trigger systems — overlap volumes firing gameplay events (doors, platforms, reveals)
✦ Collectibles that update game state and drive progression
✦ Lock-target objectives that must be activated in sequence to unlock progress
✦ Built mechanics as reusable, designer-friendly actors (not hard-coded into the level)
✦ Hybrid C++ / Blueprint architecture: stable logic in C++, fast iteration in Blueprints
Unreal Engine 5 C++ Blueprints Level Design
🏎️ RacingGame — 3D Racing Game UE5 · Blueprints
✦ Vehicle controls — throttle, steering, braking driving the player vehicle
✦ Ordered checkpoint validation — laps only count on a legitimate run (no reverse-line exploit)
✦ Lap system — counts a lap only when all checkpoints are crossed in order
✦ Custom track design with a readable racing line and corners
✦ Lap/checkpoint logic built as a reusable, data-driven system
Unreal Engine 5 Blueprints Vehicle Track Design
🟫 Practice4 — 3D Platformer / Puzzle UE5 · C++
✦ Gameplay logic authored in C++ and compiled against the engine
✦ Standard UE5 project structure — source module + build target files (.Target.cs)
✦ C++-first by design, to learn engine-level programming + the Unreal build pipeline
Unreal Engine 5 C++ Unreal Build Tool
🕹️ Escape2D — 2D Game UE5 · Blueprints
✦ 2D gameplay programming — movement and interaction in a 2D space
✦ Blueprint scripting for gameplay events and logic
✦ Sprite / flipbook animation integration driven by gameplay state
✦ Hand-designed 2D level layout and progression
Unreal Engine 5 Paper2D Blueprints Animation
💼 Portfolio — Game-UI Developer Portfolio React · GSAP · Vite
✦ Route-per-section architecture via React Router (one section renders at a time)
✦ Custom circular "command dial" navigation inspired by in-game radial menus
✦ GSAP animation choreography + adaptive OS light/dark theming
✦ Optional WebGL 3D accent (React Three Fiber), data-driven content (JSON)
React React Router GSAP Tailwind Three.js
🔗 Live Demo · Repository
# prashanna.yaml — How I Build Games
mechanics_first:
rule: "A game is its verbs. Get the core loop feeling good before adding content."
not: "Polish on top of a loop that isn't fun."
reusable_systems:
rule: "Build triggers, collectibles, and objectives as modular actors."
not: "Hard-coding behavior into a single level."
cpp_and_blueprints:
rule: "Stable, performance-sensitive logic in C++; tuning and wiring in Blueprints."
not: "One tool for everything."
design_for_the_player:
rule: "Levels teach mechanics through play; rules resist exploits (e.g. lap validation)."
not: "Assuming the player does exactly what I expect."| Project | Type | Highlights | Stack |
|---|---|---|---|
| Puzzle | 3D Puzzle | Sweep movement · triggers · lock-targets · collectibles | UE5 · C++ · BP |
| RacingGame | 3D Racing | Checkpoint validation · lap system · track design | UE5 · BP |
| Practice4 | 3D Platformer | Engine-level C++ gameplay module | UE5 · C++ |
| Escape2D | 2D Game | Sprite animation · 2D level design | UE5 · BP |
| Portfolio | Web | Custom radial UI · GSAP · deployed | React · GSAP |