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prashannaantony/README.md
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> Crafting worlds, mechanics, and the systems that make them play.

Typing SVG


LinkedIn Gmail Portfolio Open to Work


whoami

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";
};


$ cat /systems/shipped

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

$ ls -la /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

🔗 View Repository

🏎️ 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

🔗 View Repository

🟫 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

🔗 View Repository

🕹️ 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

🔗 View Repository

💼 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


$ cat /stack/core

Game Development

Unreal Engine C++ Blueprints Paper2D

Web & Tooling

JavaScript TypeScript React Next.js Three.js

Workflow

Git GitHub Visual Studio Vite


$ cat /design/principles

# 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."

$ git log --oneline /projects

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

$ neofetch


┌─────────────────────────────────────────────────────────┐
│                                                         │
│   "I don't just play games.                             │
│    I build the mechanics, systems, and worlds           │
│    that make them worth playing —                       │
│    one reusable actor at a time."                       │
│                                                         │
│                                  — Prashanna A          │
└─────────────────────────────────────────────────────────┘

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