ADITYA MUKHERJEE
G A M E P L A Y P R O G R A M M E R
***************.***@*****.***
Bangalore Urban, India
adityamukherjeeamx.wordpress
W O R K E X P E R I E N C E
S U M M A R Y
Passionate and results-driven Gameplay Engineer with 4+ years of professional experience in AAA, mid-size, and indie game development. Expertise in Unreal Engine (4/5), C++, Animation and Gameplay Systems. Adept at both leadership and hands-on programming roles, thriving in fast paced and collaborative environments.
Collaborated within a 100+ member, globally distributed team of industry veterans to develop a AAA-scale battle royale game “Underworld Gang Wars” using Unreal Engine source and C++. Developed dynamic, root motion-driven parkour and vaulting systems utilizing motion warping, with full feature ownership from prototyping to production. Enhanced player movement fidelity by implementing modern animation systems including motion matching, orientation warping, aim offsets, and turn-in-place mechanics. Integrated Lyra Starter Game frameworks and Gameplay Ability System into a complex existing codebase, ensuring smooth interoperability and modularity. Refactored weapon systems architecture to align with Lyra GFP framework, enabling rapid expansion of weapon types.
Engineered AI Director systems to dynamically reposition bots based on live player density analytics, improving match pacing and intensity.
Conducted regular performance profiling using Unreal Insights (utrace), optimizing animation, AI, vehicle physics, and network bandwidth usage.
Worked closely with designers, animators, and QA teams to ensure seamless implementation and balancing of new gameplay features.
Participated in Agile development practices including sprint planning, standups, and feature milestone reviews.
Proactively identified and fixed critical bugs, crashes, and gameplay integrity vulnerabilities. Gameplay Engineer - I (3C’s and Animation Systems Programmer) Junior Gameplay Programmer - Internal projects
April 2024 - PRESENT
August 2022 - March 2024
Mayhem Studios, India
Streamline Studios, Malaysia
E D U C A T I O N
UNIVERSITY OF
ENGINEERING, KOLKATA
2017 - 2021
T E C H N I C A L
S K I L L S
Unreal Engine 4 & 5
C++ Game Programming
Animation Programming
3C’s Programming
Multiplayer Programming
Performance Profiling and
Optimization
Debugging code and crash
fixing
Contributed to both in-house and AAA client projects in a 300+ member internationally acclaimed studio.
Prototyped core gameplay abilities, VFX and SFX integrations, and mission/objective systems for Bake 'n Switch (Switch/PC).
Led feature ownership of a fishing minigame, implementing player input handling, UI integration, animation hooks, haptics feedback, and a data-driven difficulty system. Developed a standardized interaction system interface to enable rapid creation of interactibles and destructibles across open-world environments.
Built NPC dialogue systems using Logic Driver state machines, supporting dynamic conversation flows.
Created and integrated open-world interactible systems such as collectible bugs, physics-based swings, and see-saws.
Engineered collectible inventory systems and designed seamless UI integrations for gameplay feedback.
Contributed to feature prototyping during pre-production of Upin & Ipin Universe (Switch), assisting in early gameplay experimentation and systems testing Bachelor of Technology
Major- Computer Science
Engineering
Minor- Interactive Media
Programming.
GPA: 7.9 / 10
(eqv to 3.16/4.0)
A D D I T I O N A L
S K I L L S
Perforce (Version Control)
Swarm (Code Reviews)
Unreal Insights
(Performance Profiling)
Jira (Task Management)
Confluence
(Documentation)
ADITYA
MUKHERJEE
G A M E P L A Y P R O G R A M M E R
W O R K E X P E R I E N C E ( C O N T D . )
Supported multiple mainstream AAA projects as part of the gameplay outsourcing and live-ops engineering team.
Implemented animation-driven hit-stop system to enhance combat feedback in a sword- fighting game project.
Developed and fine-tuned axe-throwing mechanics for a sword-fighting game, including throw physics and collision handling.
Improved performance for an open-world RPG project by diagnosing and optimizing memory management issues, async loading issues and manual LOD (Level of Detail) streaming systems. Improved bullet hit detection and feedback in an open world shooting game. Designed and implemented simple arcade-style UI minigames integrated within an open- world RPG framework.
Enhanced vehicle tuning toolsets for designers, improving iteration speed and customization workflows.
Built modular arena-based camera switching systems for a competitive fighting game to dynamically manage camera perspectives.
Provided ongoing live operations (LiveOps) support, including bug fixing, crash analysis, code refactoring, and maintenance to ensure long-term project stability. Regularly performed profiling and diagnostics to detect bottlenecks and optimize runtime systems across different game genres.
Junior Gameplay Programmer - Client Projects
Streamline Studios, Malaysia
contd.
Gameplay Programmer
Famtech JSC, Vietnam
Worked as one of the core developers of a next-gen metaverse project. Implemented male and female locomotion systems using linked anim-layers. Developed third-person shooting mechanics from scratch. Created destructible training ground bots.
Worked on a variety of patrolling NPC’s and their interactions with players. Implemented path based traffic system and player collision interactions. Developed a variety of 2 player minigames such as Tic-Tac-Toe and Connect 4 Integrated the company’s marketplace API into in game stores. Unreal Engine Generalist Intern
PXL-ICE, United Kingdom
Februrary 2021 - August 2021
Developed real-time digital twin environments and industrial visualization systems in Unreal Engine, under close guidance from the founding team members. Designed and optimized large-scale levels and shaders for real-time performance, while integrating live sensor data and telemetry into dynamic in-engine replicas. Built interactive UI dashboards, physics-based simulations (windmill system), and assisted in creating basic multi-user collaborative networking features. S O F T S K I L L S
Cross-Disciplinary Collaboration
(Designers, Animators, QA,
Engineers)
Agile Development (Sprints,
Daily Standups, Sprint Planning,
Retros)
Feature Ownership and
Independent Task
Management
Rapid Prototyping and Iterative
Development
Adaptability to Legacy
Codebases and New
Technologies
Problem-Solving and Critical
Thinking
P R O J E C T S
Anarchy Uprising - Side
project where I lead a small
team creating an action
adventure game.
Voxel Destruction System:
Prototyped lightweight
voxel-based environmental
destruction.
Octapedal Creature
Locomotion: Developed
procedural 8-legged
creature movement system
with adaptive IK foot
placement over uneven
terrain.
Motion Matching
Breakdown - Deep dive
through epic’s animation
sample project to
understand animation logic,
L A N G U A G E S
English (Native)
Hindi(Native)
French (Beginner)
September 2021 - August 2022