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Akshar Vandara

Junior Game Developer specializing in gameplay systems, UI, and procedural generation

Boston, MAResearch Assistant2 years experienceJuniorVideo GamesEducationResearch
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About

UE5 gameplay scripter (Blueprint-focused) from small startup teams who specializes in setting up core project architecture (game loop/data flow, controller, game instance, UI/menu) and building modular systems reused across multiple games. Rebuilt a save-system architecture from scratch to replace a problematic asset and improve scalability/maintainability, and has hands-on performance optimization experience (profiling, level streaming, Nanite-to-LOD tradeoffs). Also implemented a realistic cricket match simulation using Markov chains and transition matrices.

Experience

Research AssistantGame Design Lab, Northeastern University
Gameplay Systems & UI ProgrammerOtisco Studios
Unity DeveloperArcadon Games

Education

Northeastern Universitymaster, Game Science and Design (2026)
Gujarat Technological Universitybachelor, Computer Engineering (2023)

Key Strengths

  • Built scalable UE save system from scratch using built-in SaveGame support
  • Re-architected and replaced a faulty third-party/store asset to improve reliability and team adoption
  • Designs modular gameplay systems reused across multiple games (save/menu/FPS-TPS setup)
  • Performance optimization using UE profiling; eliminated expensive per-tick casting
  • Implemented level streaming to maintain stable frame rate in large continuous levels
  • Made asset-performance tradeoffs (Nanite to traditional LODs) to hit performance targets
  • Sets up foundational project systems (controller, core game loop/data flow, game instance, UI/menu)
  • Algorithmic sports simulation using Markov chains/transition matrices for realistic match outcomes
  • Built end-to-end cricket match simulation logic using Markov chains/transition matrices
  • Balanced realism vs. player pacing by hiding full simulation under the hood and adding replay + speed controls (2x/4x/8x/16x)
  • Rapid UE5 iteration cycle from idea to playtest (~6 weeks) with repeated playtest loops
  • Incorporated external streamer feedback while using internal team for technical QA/bug replication
  • Designed engagement/progression loop with card rarities/levels and anti-burnout timer/life system
  • Implemented complex UE AI using Behavior Trees + EQS, including a final-boss 'Machine of War' that mirrors player abilities
  • Refactored user-profile database schemas and reduced cloud function calls to lower real-time service costs and improve stability

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Languages

English

Skills

UnityUnreal Engine 5BlueprintsBehavior TreesBlackboardsEnvironment Query System (EQS)Game PhysicsGameplay SystemsCore Gameplay ManagementSave/Load SystemsUI IntegrationState MachinesProcedural Level GenerationConstraint SolvingSAT Solvers