Ayan Singal

SKIlls

UNREAL ENGINE 5

I have gained so much insight about how various aspects of game development work having developed several games with this engine.

The learning curve associated with this software was initially very daunting but I now find myself comfortably using it’s suite of programming and design tools and even sifting through it’s source code whenever necessary.

Some of the features that I have worked with in this engine are:

  1. Scripting with Blueprints
  2. Programming with the C++ API
  3. Animation
  4. Behaviour Trees and AI
  5. Procedural Generation and Landscapes
  6. Niagara SFX
  7. Chaos Destruction
  8. Lumen

I look forward to exploring more of Unreal Engine and other game engines having established strong fundamentals here.

java

Java was the first programming language I learned and I’ve worked with it a lot since. League of Learning is a Java project I’ve featured here. In addition to that, I’ve also used Java to work on the backend of an IBM z/OS mainframe project that manages high volumes of student data and class schedules. I enjoy working with the language and it opened the doors for me to understand other more complex languages like C++.

C++

I was always told that every game developer should have some knowledge of how C++ works. Lucky for me I really enjoy learning it and working with it. I thoroughly enjoyed working with C and learning about how memory works at a low level, so predictably I’ve been enjoying my time with C++.

My knowledge of basic C++ helped me use Unreal’s source code to understand a lot of it’s more undocumented features (which there are a lot of) and directly write the foundations of my game in C++ for Missile Command which is featured on my projects page.

My current project is a game that will be made in pure C++, focusing less on visual fidelity and more on software engineering quality and principles.

Version control

I’ve worked with version control on all my projects.

My team used Git for League of Learning and all my non-game development projects have also used Git because of it’s convenience and power.

For all my Unreal Engine projects I instead chose to learn and use Perforce Helix Core. The large size of Unreal projects and their file types make it a bit inconvenient for Git, and Perforce seems to be used by a lot of people in the industry for larger scale projects. I can definitely vouch for it’s convenience and prowess in the area.