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Sawaiz Bilal Khan

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View my portfolio at sawaiz.duckdns.org. Hi!

About

View my portfolio at sawaiz.duckdns.org.

Hi! I’m Sawaiz Bilal Khan, a game developer specializing in Unreal Engine (C++ and Blueprints) with a focus on multiplayer gameplay, online infrastructure, and production-ready systems. I’ve worked on naval combat and multiplayer social experiences, building and extending features like matchmaking/lobbies, reconnect handling, server provisioning, replicated gameplay state, UI workflows, and backend integrations.

I also enjoy tackling challenging engine and platform work—migrating projects across Unreal versions, optimizing Android performance using Unreal Insights, and troubleshooting networking and replication issues across multi-client testing. Beyond shipping features, I like empowering designers through editor tools and data-driven pipelines, and I’m currently working on expanding multiplayer capabilities and stability for my ongoing projects.

  • 6 years' experience
  • Joined November 2026

Industry experience

  • Gaming
  • Software & Internet
  • Computers & Electronics

Work experience· 5 roles

Associate Software Engineer · Dreamcast InteractiveAug 2024 – Dec 2024 · 5 mos

Worked on Unreal Engine multiplayer development, contributing to gameplay systems, networking stability, UI flows, and backend integrations for ongoing projects. Supported replication debugging and performance profiling across Windows/Android and dedicated server environments, including investigations into asynchronous lifecycle issues and production build/platform problems.

Unreal Engine Developer Intern · Dreamcast InteractiveJun 2024 – Aug 2024 · 3 mos

Contributed to Unreal Engine multiplayer and gameplay features through development and debugging tasks, supporting integration of networking and backend workflows and assisting with engine/platform build stabilization.

Software Engineer - Unreal Engine Development · Dreamcast InteractiveJun 2024 – Dec 2024 · 7 mos

Developed and maintained online multiplayer systems for Maelstrom, integrating services including PlayFab, Photon Realtime, Steam, EOS, GameLift, GameFabric, and Gameye. Implemented parties, custom lobbies, matchmaking, reconnect handling, and dedicated-server allocation. Extended server provisioning beyond the initial AWS/GameLift hosting path while keeping client connection flows consistent across providers. Built PlayFab-backed guild systems and extended the architecture into Guild Wars (seasons, war windows, matchmaking for guild-versus-guild, team metadata, match history, and leaderboards). Refactored abilities using Unreal’s Gameplay Ability System and investigated replication/state synchronization issues across cosmetics, reticles, loadouts, chat, UI, and server transitions. Implemented UMG interfaces for parties/lobbies/guilds/cosmetics/loadouts, profiled and optimized Android performance, and supported source builds plus UE5/Android stabilization and dedicated-server trouble

Primary development (Open-World Vehicle Game) · ForajidoJan 2020 – Present · 6 yrs 11 mos
Primary development (Multiplayer VR Training Simulator) · VR Truck Driving SimulatorJan 2020 – Present · 6 yrs 11 mos

Education

BS Computer Science · National University of Computer and Emerging Sciences (FAST-NUCES), Lahore2024

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