
- 🎮 I create immersive games using Unreal Engine 5, with a strong focus on gameplay programming in C++ and Blueprints.
- 💡 I enjoy building Horror and Shooter games that include unique AI behavior, puzzle mechanics, and survival elements.- 🧠 Explore my projects, watch demo videos, play my games, or view the source code.
1. Unreal Engine
2. Blueprint
3. C++
4. Level Design
5. Game Design
PROJECT OVERVIEW
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This project is a real-time interior café scene created in Unreal Engine 5.5.4.
The main focus of this work was achieving good baked lighting quality while maintaining strong
performance and clean lightmap usage. All lighting was done under fixed constraints, without
using Lumen or dynamic lighting.
ART DIRECTION / MOOD
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The scene is designed to feel like a warm and comfortable daytime café with some Vintage and
modern art style.
The lighting is kept soft and natural, with gentle indirect light and sunlight coming through the
windows. Materials and colors were adjusted to create a cozy atmosphere while keeping the
scene visually clear and easy to read.
LIGHTING SETUP
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All lighting in the scene is fully baked using CPU Lightmass.
For The static Skylight i am using HDRI Backdrop Plugin is used to provide overall ambient
lighting.
Static spot lights and rect lights are used as the main interior light sources.
No movable or dynamic lights are used for primary lighting, and Lumen GI or reflections are not
used.
Lightmass settings were adjusted to achieve clean indirect lighting while keeping lightmap sizes
reasonable.
Optimization Steps Taken
All static meshes use proper lightmap UVs.
Lightmap resolutions are kept balanced, which was verified using the Lightmap Density view.
Repeated objects such as chairs, tables, and lamps use instancing where possible.
Materials are reused and kept simple to avoid unnecessary complexity.
No unnecessarily high-poly meshes are used in the scene.
Occlusion culling and distance culling are handled using Unreal Engine’s default interior settings.
Performance (90 FPS Target)
The scene was tested at 1920×1080 resolution.
Scalability settings were set to EPIC.
Since all lighting is baked, the runtime lighting cost is minimal.
Stable performance is shown using stat fps and stat unit, meeting the required performance
targets.
I'm an aspiring Game Developer from Kolkata, India, with a strong interest in gameplay programming and horror/shooter game mechanics using Unreal Engine 5.- I specialize in developing immersive experiences using C++, Blueprints, and AI systems in UE5. I've created multiple gameplay systems from scratch, including flashlight mechanics, enemy AI, and door trap and escape systems.- Previously, I worked at Tech Mahindra as a GIS Associate, where I learned about mapping technologies, their real-world applications, and the tools used to manage geographical information systems.- I'm currently building my portfolio and seeking opportunities as a junior game developer, intern, or remote contributor to game projects.- I have developed several solo projects, including a Horror Game and Shooting Game.🎮 Let's connect and build awesome games together! 🎮.