Megh Menghani

Unreal Engine Game Programmer

Gameplay and multiplayer systems in C++ and Blueprints. Shipped on Steam, Nintendo Switch, iOS and Android, and built a voice-driven AI demo for Netflix.

View work
Showreel Unreal Engine

Work

New Citizen Steam Early Access

New Citizen

Player-run roleplay city in UE5. I owned the firefighter and EMS systems.

  • WhatsApp-style private messaging in the vehicle MDT between on-duty responders, persisted to a database across server restarts.
  • 6 drivable emergency vehicles on FGear, with a rebuilt modular seat and door system instead of per-vehicle code.
  • Fire system: node-based spread with per-node cooldowns, water cannon extinguishing and a full firefighter mission flow.
  • Data asset driven medic system: any treatment against any condition, each combination driving the patient's vitals.

Specpixel Entertainment / UE5 / FGear / Multiplayer

Origament Nintendo Switch port

Origament: A Paper Adventure

Nintendo Switch port of a PC adventure platformer. My main focus was performance.

  • Map, mesh, texture and Niagara optimization to hit Switch frame time and memory budgets.
  • Switch platform-specific work and device profile settings.
  • Save system improvements.

GodSpeed Gaming Solutions / Unreal Engine / Switch

Family Feud Netflix

Family Feud (Netflix)

Voice-driven Family Feud demo for Netflix. Players answer out loud and an LLM judges the answer at runtime.

Project
Role
Game Programmer
Studio
O.A.K Studio
Client
Netflix
Engine
Unreal Engine
What I built
  • Delegate based callbacks that drive the game world and UI from LLM responses.
  • Game flow driven by the LLM's verdict: rounds, strikes, scoring and host reactions.
  • Game UI and testing.

Netflix cancelled the project before release.

Bull Gameplay demo

Bull

Gameplay demo: play as the bull in an arena full of matadors.

  • Extended the Combat Fury plugin for a quadruped character: charges, combos, hit reactions and knockbacks.
  • Matador cape cloth physics colliding with the matador and the ground, in one-hand and two-hand versions that hold up across all animations. Built in close loop with the artists.
  • Custom matador enemy AI, with health and target locking.
  • All UI, SFX and VFX setup.

O.A.K Studio / Unreal Engine / Combat Fury

Isotope C++ / UMG

Isotope (Extraction Shooter) Advanced Inventory System

Extended the IFP marketplace plugin into a Tarkov-style inventory for an extraction shooter. Fully replicated, mostly C++, over three months.

  • Marquee selection across player and external containers, ignoring empty tiles.
  • Quick transfer, quick loot and auto-stacking, with a last-used-container queue.
  • Modifier drags: Shift half-split, scroll wheel count adjust, Ctrl single item, Alt batch move.
  • Multi-item drag with packing, rotation and ghost previews. Sorting by name, category, weight, rarity, stack size and price.

Client project, NYC / C++ / Replication / UMG

Bahri Chemicals Digital twin

Bahri

Interactive digital twin of a Bahri Chemicals tanker, explorable on foot from deck to engine room and bridge.

Project
Role
Unreal Programmer
Studio
PropVR
Client
Bahri
Engine
Unreal Engine, C++
What I built
  • Ship movement and ship animation setup.
  • Weather simulation and day/night cycle.
  • Base character and animation setup.
  • Idle camera that tours the ship when nobody is using it.
  • Worked with an art team of 20+ to bring the whole ship together in engine.
Hangry Petz iOS & Android
Hangry Petz key art with the cast of round pets

Hangry Petz

Open-world multiplayer mobile game, live on iOS and Android.

  • Cross-platform multiplayer between iOS and Android.
  • Modular boss system: a parent Blueprint holds the shared behaviour, each boss adds its own attacks and dodges. Regional minibosses use the same base.
  • In-app purchases for the App Store and Google Play.
  • Modular core tree upgrade system, built for future content updates.

Carina Softlabs / Unreal Engine / Multiplayer

JUNK! Free demo on Steam

JUNK!

1v1 PvP robot arena brawler.

  • Camera system for 1v1 arena combat.
  • Animation system for all robots, with distance matching to keep foot placement in sync with ground speed.
  • Menu and robot select UI.

O.A.K Studio / Unreal Engine / Animation / UI

Experience

  1. Specpixel Entertainment Melbourne, Australia
    Gameplay & Systems Programmer
  2. PropVR India & Dubai
    Unreal Programmer
  3. O.A.K Studio Remote, India
    Game Programmer
  4. Associate Senior Unreal Developer Freelance
  5. Carina Softlabs India & USA
    Senior Programmer

Skills

Languages
  • C++
  • Unreal Blueprints
Unreal
  • Replication (Multiplayer)
  • GAS
  • Animation Programming
  • UMG
  • Unreal Insights
  • Platform porting
Systems
  • Inventory
  • Melee combat
  • Vehicles
  • Voice input & LLMs
  • Archviz & digital twins
  • Extending marketplace plugins
Platforms
  • PC / Steam
  • PS5
  • Nintendo Switch
  • iOS
  • Android
Source control
  • Perforce
  • Git
  • Sourcetree
  • TortoiseGit
  • Plastic SCM
  • SVN

About

Unreal Engine programmer with four years across games and real-time visualization. I work mostly on gameplay and multiplayer systems in C++ and Blueprints: combat, inventory, vehicles, animation and replication.

A lot of my work is extending existing systems, like marketplace plugins or live codebases, well past their original scope. I've done that for studios in Australia, India, Dubai and the US.

Focus
Gameplay & multiplayer
Engine
Unreal Engine
Based in
Mumbai, India
Open to
Studio roles, contracts, remote
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