Siddharth Ghosalkar

Gameplay Mechanics & Systems Engineer specializing in UE5 (C++), Networked Multiplayer, and AWS Cloud Backends

About Me

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Academic

I am a graduate of BSc Games Development from the University for the Creative Arts. Heavily focused on game architecture frameworks, game loop mechanics, and collaborative multi-disciplinary development teams to build projects through industry standard production timelines.

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Games Developer

Passionate about crafting complex gameplay systems in both singleplayer and multiplayer games from prototype phase to final release. Experienced across both Unity and Unreal Engine 5, managing everything from modular component-Driven gameplay architecture, AI logic, physics handling to performance throttling.

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Systems & Architecture

Dedicated to structured code environments adhering to clean programming principles. Specialized in building networked multiplayer game systems.

Projects

Featured Showcase

Evolved Survivors

Role: Solo Dev
Engine & Tools: Unreal Engine 5 (C++), Git, JSON Serialization, Doxygen
Status: Feature-Complete (3rd-Year Final Major Project) | Shifting to Steam Launch Integration

Project Overview

Evolved Survivors is a cooperative, round-based multiplayer roguelike game built entirely in Unreal Engine 5.6 using native C++. Developed as my university 3rd-year Final Major Project (FMP), the game focuses on delivering intense wave-based combat, rogue-lite progression mechanics, and deterministic environments. The core design philosophy centers around high-performance code architecture and strict network safety, ensuring an optimized, cheat-free gameplay experience over multiplayer sessions.

Core Technical Architecture & Engineering Highlights

Adhering to strict SOLID design principles, the game’s core mechanics are decoupled into modular, single-responsibility Actor Components (UHealthSystem, UPlayerPerks, ULootPool), where the server acts as the absolute authority—hard-gating combat health tracking and deck-shuffling perk selections via reliable Server RPCs before synchronizing properties downstream using RepNotify state mirrors for prediction-smooth client HUD updates. To minimize network bandwidth during high-density cooperative play, environmental layouts utilize a deterministic seeding strategy where the server broadcasts a single int32 Seed property to all machines, allowing remote clients to independently execute identical Perlin noise and grid generation algorithms to achieve perfect asset and collision parity with virtually zero data overhead over the wire. Furthermore, server performance is protected against frame degradation through a multi-tiered entity throttling system that dynamically scales mob ceilings based on active player counts, requiring local spawners to complete an instant handshake verification with ATheGameMode before instantiating an actor mesh while simultaneously offloading cosmetic visual effects to reliable Multicast RPCs. Finally, the backend integrates robust data persistence and diagnostics pipelines driven by custom JSON serialization models; a background-polling UPerformanceLogger component samples low-level platform architecture bounds (including frame render times, CPU cycles, and raw physical memory allocations via platform-level wrappers) to flush a session timeline to disk at teardown, while a native C++ static telemetry class operates on a detached read-modify-write lifecycle to safely parse, evaluate, and overwrite high scores and progressive perk achievements into a permanent profile container completely independent of volatile actor lifecycles.

Key Takeaways & Next Steps

Developing Evolved Survivors from a completely blank page allowed me to master real-world game development patterns, secure network replication paradigms, and complex data serialization methods. Now that the academic project deadlines are successfully completed, I am polishing, optimizing and preparing the title an upcoming release on Steam.


Baileys Pawdabest Firework Show

Baileys Pawdabest Firework Show

Developed a puzzle game in Unity in 4 days in a team of 9 for GMTK Game Jam 2026. Programmed puzzle game mechanics in C#.

A Bubbly Journey

A Bubbly Journey

Developed in 48 hours in Unity for Global Game Jam. Focused on cooperative puzzle-solving mechanics.

Biscuit Roulette

Biscuit Roulette

Created solo during the Brackeys Game Jam. A gambling-themed Unity game emphasizing risk–reward mechanics.

Rise of Morning Star

Rise of Morning Star

Created during UCA Opportunity Week Game Jam. Focused on quick prototyping.

Year 2 Projects

The Casting Of Frank Stone Gameplay

Worked in a multidisciplinary team of 8 on an industry brief project with Supermassive Games. Implemented Blueprint systems to support branching narrative mechanics.

Last Drop Trailer

Collaborated on a 12-week narrative-driven puzzle platformer. Implemented C++ gameplay systems and Blueprint prototypes.
Play on Itch.io | GitHub

Parkour Alien

Solo-developed a 3D platformer exploring movement mechanics. Used Blueprint scripting to fine-tune momentum and jump arcs.
Play on Itch.io | GitHub

Year 1 Projects

Midnight Hollow Hotel

Designed a narrative-driven game inspired by Supermassive Games. Developed in a team of 4.

Mario Remake Gameplay

Remade Super Mario Bros World 1-1, demonstrating platformer mechanics and Unity's 2D tools.

Bank Heist Interactive Narrative

Developed in Unreal Engine 5 as the sole programmer, focusing on branching storylines.

Maze Game

Developed a 3D maze game in Unity, focusing on navigation mechanics and AI pathfinding.

Alien Planet: 3D Environment

Built a 3D environment in UE5, using Maya and Substance Painter.

Tools & Technologies

Engines

  • Unreal Engine 5
  • Unity Engine 6

Languages

  • C++ (Native Gameplay)
  • C#
  • Blueprints Scripting

Cloud & Backend

  • Amazon Web Services (AWS)
  • AWS GameLift / GameLift SDK
  • AWS Lambda & API Gateway
  • Amazon Cognito
  • Amazon DynamoDB
  • AWS IAM & Security Policies
  • UE Dedicated Servers & Source Build
Unreal Engine 5 Dedicated Servers AWS Certificate 🔍 Click to Enlarge

Systems & Architecture

  • Multiplayer Replication (RPCs)
  • JSON Serialization
  • SOLID Principles

Production & Tools

  • Git / Source Control
  • Doxygen
  • Trello
  • Agile Development
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