I design and implement custom game mechanics, with a strong focus on modular, flexible systems and clean, decoupled architecture. I enjoy tackling hard gameplay problems—shooter and melee mechanics, multiplayer-aware systems, procedural animation, physics-driven interactions—and building solutions that remain scalable, readable, and production-ready. I’m a generalist game developer by nature and a tinkerer by instinct, with Unreal Engine 5 as my primary engine. I prefer deliberate, custom implementations over shortcuts, and I care deeply about organized code, clear data flow, and long-term maintainability. If a project needs something unusual or non-standard, that’s typically where I’m most engaged. Alongside systems programming, I create high-quality, realistic 3D assets with a pipeline that includes Blender, RizomUV, Marmoset Toolbag, Adobe Substance, and Blender Cycles/Eevee. I focus on assets that integrate cleanly into gameplay systems and respect technical constraints—not just how they look in isolation. I’m driven by experimentation, technical depth, and building mechanics that behave convincingly under player control. If you’re working on a project that needs bespoke systems or carefully engineered gameplay, feel free to reach out.

Aaves Shaikh

I design and implement custom game mechanics, with a strong focus on modular, flexible systems and clean, decoupled architecture. I enjoy tackling hard gameplay problems—shooter and melee mechanics, multiplayer-aware systems, procedural animation, physics-driven interactions—and building solutions that remain scalable, readable, and production-ready. I’m a generalist game developer by nature and a tinkerer by instinct, with Unreal Engine 5 as my primary engine. I prefer deliberate, custom implementations over shortcuts, and I care deeply about organized code, clear data flow, and long-term maintainability. If a project needs something unusual or non-standard, that’s typically where I’m most engaged. Alongside systems programming, I create high-quality, realistic 3D assets with a pipeline that includes Blender, RizomUV, Marmoset Toolbag, Adobe Substance, and Blender Cycles/Eevee. I focus on assets that integrate cleanly into gameplay systems and respect technical constraints—not just how they look in isolation. I’m driven by experimentation, technical depth, and building mechanics that behave convincingly under player control. If you’re working on a project that needs bespoke systems or carefully engineered gameplay, feel free to reach out.

Available to hire

I design and implement custom game mechanics, with a strong focus on modular, flexible systems and clean, decoupled architecture. I enjoy tackling hard gameplay problems—shooter and melee mechanics, multiplayer-aware systems, procedural animation, physics-driven interactions—and building solutions that remain scalable, readable, and production-ready.

I’m a generalist game developer by nature and a tinkerer by instinct, with Unreal Engine 5 as my primary engine. I prefer deliberate, custom implementations over shortcuts, and I care deeply about organized code, clear data flow, and long-term maintainability. If a project needs something unusual or non-standard, that’s typically where I’m most engaged.

Alongside systems programming, I create high-quality, realistic 3D assets with a pipeline that includes Blender, RizomUV, Marmoset Toolbag, Adobe Substance, and Blender Cycles/Eevee. I focus on assets that integrate cleanly into gameplay systems and respect technical constraints—not just how they look in isolation.

I’m driven by experimentation, technical depth, and building mechanics that behave convincingly under player control. If you’re working on a project that needs bespoke systems or carefully engineered gameplay, feel free to reach out.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate

Work Experience

Gameplay Programmer
January 1, 2021 - January 1, 2026
Designed and implemented modular gameplay systems where mechanics are decomposed into reusable components, reducing duplication and speeding iteration. Built technical animation pipelines using Control Rig and Anim Layer Interfaces to enable modular, scalable animation blueprints across multiple characters. Implemented shooter and melee combat systems including skills, hit detection, and cancelable actions with performance constraints. Worked on multiplayer gameplay, addressing replication issues and refactoring unstable codebases to improve stability and maintainability. Balanced C++ and Blueprint usage to optimize runtime performance while remaining designer-friendly. Created editor utilities using Unreal Editor Scripting API to streamline workflows. Built procedural geometry features with Procedural Mesh Component and Dynamic Mesh Component, including runtime boolean operations. Contributed to mobile development with a focus on optimization and scalable architecture. Also implemente

Education

Master of Science (M.Sc.) – Computer Science Game Development at Self-Taught via Unreal Engine documentation, engine source, API references, and experimentation
January 11, 2030 - January 14, 2026
Master of Science (M.Sc.) – Computer Science Game Development at Self-Taught (Unreal Engine documentation, engine source, API references, and experimentation)
January 11, 2030 - January 14, 2026
Master of Science (M.Sc.) – Computer Science Game Development at Self-Taught (Unreal Engine documentation, engine source, API references, and experimentation)
January 11, 2030 - February 3, 2026

Qualifications

Self-taught Unreal Engine & Game Development
January 11, 2030 - January 14, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services

Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate