Gameplay Programmer with 10 years of game development experience, including 7+ years specializing in Unreal Engine (C++/Blueprint). I design scalable gameplay systems and gameplay architecture—covering character frameworks, RTS systems, custom vehicle systems, world-state management, and performance optimization. I deliver production-ready gameplay features across PC, mobile, and web through freelance and independent projects, with a strong focus on clean architecture, maintainability, and high-quality gameplay experiences.

Dilip P. Kurdiya

Gameplay Programmer with 10 years of game development experience, including 7+ years specializing in Unreal Engine (C++/Blueprint). I design scalable gameplay systems and gameplay architecture—covering character frameworks, RTS systems, custom vehicle systems, world-state management, and performance optimization. I deliver production-ready gameplay features across PC, mobile, and web through freelance and independent projects, with a strong focus on clean architecture, maintainability, and high-quality gameplay experiences.

Available to hire

Gameplay Programmer with 10 years of game development experience, including 7+ years specializing in Unreal Engine (C++/Blueprint). I design scalable gameplay systems and gameplay architecture—covering character frameworks, RTS systems, custom vehicle systems, world-state management, and performance optimization.

I deliver production-ready gameplay features across PC, mobile, and web through freelance and independent projects, with a strong focus on clean architecture, maintainability, and high-quality gameplay experiences.

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Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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Work Experience

Gameplay Programmer (Freelance Project) at RTS Military Game (Freelance Project)
January 1, 2016 - Present
Developed hybrid RTS and third-person gameplay systems in Unreal Engine 4/5 (C++). Implemented seamless switching between strategic RTS play and direct soldier/vehicle control. Built character frameworks with shooting mechanics, advanced locomotion, and animation blueprints. Designed a custom military vehicle system from scratch using the Pawn framework with physics-based movement and suspension/force-driven locomotion, supporting both wheeled and tracked vehicles. Implemented vehicle formations, unit command system (selection, deselection, highlighting, navigation movement, squad splitting/merging, individual commands, formation management), and an RTS camera system for strategic navigation. Integrated Unreal Navigation System for unit movement and command execution. Profiled, debugged, and optimized gameplay systems while collaborating with a multidisciplinary team.
Gameplay Programmer (Independent Unreal Engine Project) at Aatma (Working Title)
January 1, 2016 - Present
Contributed to third-person adventure gameplay in Unreal Engine 5.7 (C++/Blueprint) focused on exploration, environmental puzzles, and world building. Implemented a modular reusable player character framework (locomotion, rotation, input handling) integrated with animation systems. Built a comprehensive Animation Blueprint with state machines and blend spaces for responsive movement. Engineered a centralized World State Manager to synchronize environmental lighting, fog, material parameters, and world transitions. Added Save & Load support for player progression and world state, plus level streaming for memory/runtime efficiency. Developed puzzle/exploration gameplay mechanics, optimized Niagara/environment effects, and authored environment setup and profiling/debugging for performance and stability.
Gameplay Programmer at Self-Employed
January 1, 2016 - Present
Delivered gameplay programming solutions using Unreal Engine C++, Blueprint, Unity, and C# across PC, mobile, and web platforms. Designed and implemented modular, reusable gameplay systems with clean architecture, scalability, maintainability, and performance optimization. Collaborated with freelance clients and multidisciplinary teams to implement features, debug issues, and deliver production-ready gameplay. Worked across multiple genres including real-time strategy, adventure, puzzle, simulation, shooter, racing, tower defense, and casual games. Managed the gameplay development lifecycle from feature planning through testing, optimization, and client delivery.
Gameplay Programmer (Self-Employed) at Self-Employed
January 1, 2016 - Present
Delivered gameplay programming solutions using Unreal Engine C++, Blueprint, Unity, and C# across PC, mobile, and web platforms. Designed modular, reusable gameplay systems with clean architecture for scalability, maintainability, and performance. Collaborated with freelance clients and multidisciplinary teams to implement features, debug issues, and deliver production-ready gameplay. Worked across genres including real-time strategy, adventure, puzzle, simulation, shooter, racing, tower defense, and casual games; handled the full lifecycle from planning to testing and optimization.

Education

Bachelor of Science in Information Technology at University of Mumbai
January 11, 2030 - January 1, 2016
Bachelor of Science in Information Technology at University of Mumbai
January 1, 2012 - January 1, 2016

Qualifications

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Industry Experience

Gaming, Software & Internet, Computers & Electronics, Media & Entertainment