Tushar Inani

Gameplay Systems Engineer — Unreal Engine 5

Core Systems & Technical Highlights

Lyra-Inspired Locomotion Architecture

Modular movement framework inspired by Lyra.

Implemented orientation warping, stride warping, turn-in-place, layered animation blending, and scalable multiplayer-safe movement architecture.

Advanced Distance Matching

Foot-slide free start & stop realism.

Used distance curves to drive start/stop animations based on velocity deltas, eliminating foot sliding and improving movement responsiveness.

Resident Evil 4–Style Grid Inventory

C++ smart placement algorithm.

Built rotation-aware grid validation, collision detection, runtime/static item separation, and fragment-based modular item logic.

AAA Interaction System

Context-aware interaction framework.

Designed hold-to-interact, multi-tap logic, push mechanics, bench sitting, and Gameplay Ability System–driven interaction tasks.

State Tree + Behavior Tree Hybrid AI

Scalable AI decision architecture.

Combined State Trees for high-level orchestration with Behavior Trees for granular execution, enabling modular NPC workflows.

Gameplay Ability System

Attributes, effects & execution logic.

Custom Attribute Sets, Gameplay Effects, execution calculations, elemental damage systems, resistance mitigation, and multiplayer-safe replication.

Tag-Driven Modular Architecture

Gameplay Tags as system backbone.

Used Gameplay Tags for input binding, ability activation, inter-system communication, and dynamic feature toggling.

Let’s Build Something Exceptional

Open to Unreal Engine gameplay engineering roles and advanced technical collaboration.