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Janki Patel

Mid-level XR Developer specializing in real-time WebXR/Unreal/Unity systems

Mesa, AZXR Developer5 years experienceMid-LevelExtended Reality (XR)Augmented RealityVirtual Reality
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About

UE5 Blueprint-focused gameplay/system designer who shipped an XR interactive experience (“Echoes of the Moon”), owning interaction logic, progression triggers, state management, and animation syncing through ship. Emphasizes modular component-based architecture with interfaces and data-table-driven tuning, plus strong profiling/optimization skills (refactoring Tick-heavy systems to event-driven) validated through 20–30 user playtests and mobile XR (Android) frame-budget constraints.

Experience

XR DeveloperMediated X Membranes - Arizona State University
XR Creative AssociateMesh Labs - Arizona State University
VR POD OperatorDreamscape Learn - Arizona State University
Senior Software EngineerGo Digit General Insurance

Education

Arizona State Universitymaster, Media, Arts & Sciences (Extended Reality) (2026)
LDRP Institute of Technologybachelor, Computer Engineering (2020)

Key Strengths

  • Shipped UE5 XR core gameplay loop built primarily in Blueprints
  • Designs modular, reusable gameplay systems using components + interfaces (avoids hard references)
  • Data-driven tuning via data tables to enable fast balancing without code changes
  • Strong edge-case handling for out-of-order triggers with validation/failsafes
  • Rapid prototyping and iteration in PIE with exposed tunables
  • Performance debugging with UE stat unit + Blueprint Profiler; refactored Tick-heavy logic to event-driven for scalability
  • Extensive playtest-driven iteration (20–30 user playtests) focused on responsiveness and clarity
  • Cross-discipline alignment under strict Android frame budgets with clear ownership and documented state flow
  • Technical lead for museum-ready UE5 VR interactive; shipped and showcased at Mesa Contemporary Arts Museum (June 2025)
  • Strong VR interaction polish (collision/interaction timing, haptics, clear feedback loops via sound)
  • Robust state management to prevent visual clutter/ensure consistency (enum-based single-active spotlight logic)
  • End-to-end mocap-to-cinematic pipeline (OptiTrack capture → Blender cleanup/retarget → MetaHuman in Unreal; manual facial/hand fixes)
  • Production migration and rebuild work (migrated to Unreal 5.7; reconnected blueprints; tuned lighting/realism/cohesion)
  • Builds scalable design systems in Figma using variables/styles/components to enable bulk edits without quality drift
  • Efficient short-form marketing video workflow with multi-placement exports and typography/layout consistency
  • Template/modular framework approach to high-volume creative output with rotation rules to avoid repetition
  • Structured growth/UA collaboration via single-variable creative variants for clearer learnings while protecting brand rules
  • Full-stack implementation focus on UX reliability (responsive grid, pagination, loading/error states, query edge cases)

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Contact

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Languages

English

Skills

ARAndroidAnimation BlueprintsAnimation SystemsAWS APIsBlenderBlueprint ScriptingBrowser-Based XRC#C++Camera Overlay VisualizationCharacter AnimationClient-Side Data BindingComponents (Software Architecture)Control Rig