Yuvraj Ghoghari
Hello! I’m Yuvraj Ghoghari, an Unreal Engine Programmer with 4 years of hands-on experience specializing in C++, GAS, and low-level systems.
About
Hello! I’m Yuvraj Ghoghari, an Unreal Engine Programmer with 4 years of hands-on experience specializing in C++, GAS, and low-level systems. I build scalable multiplayer frameworks and native tooling, delivering robust, high-performance features for desktop and mobile targets. I enjoy turning complex design goals into practical engine features and collaborating with artists and designers to ship polished experiences.
I thrive in cross-functional teams, lead with a pragmatic, performance-first mindset, and love shaping the technical foundation of ambitious games. When I’m not coding, I enjoy prototyping new ideas and mentoring peers to raise the bar on quality and speed.
- 3 years' experience
- Joined June 2026
Languages
- EnglishFluent
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
Work experience· 6 roles
Architected and shipped an immersive 3D simulation platform from the ground up over 1.5 years, successfully pivoting the technical strategy from pixel-streaming to a highly optimized native desktop application. Coordinated across a cross-functional team of 4 and translated business requirements into core technical features. Integrated complex third-party tools (Chromium Web Views, Zoom, Xsolla) into Unreal Engine 5 and built custom C++ tools to expose variables for designer-led grey boxing.
Architected and shipped an immersive 3D simulation platform from the ground up over 1.5 years, pivoting technical strategy from pixel-streaming to a highly optimized native desktop application. Coordinated across a cross-functional team of 4 (artists and designers) and worked directly with stakeholders to translate business requirements into core technical features. Integrated Chromium Web Views, Zoom, and Xsolla into Unreal Engine 5 and built custom C++ tools to expose variables for designer-led grey-boxing.
Engineered scalable gameplay systems for a multiplayer Action-RPG using the Lyra Framework and led an 8-person cross-functional team (animators, artists, designers) through development. Evaluated networking solutions and integrated Epic Online Services (EOS) for matchmaking, replacing Nakama to speed up development and improve multiplayer stability. Built MP_Aptos, a custom Unreal plugin wrapping the Aptos SDK to enable Blueprint wallet connections and transaction signing.
Education
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