Sawaiz Bilal Khan
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
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.
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.
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
Education
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