UNREAL ENGINE / SELECTED WORKGet in touch ↗

I AM PAVAN.

Unreal Game
Developer.

I build gameplay in C++ and Blueprints, with a focus on responsive controls and systems that are easy to extend.

My background in real-time filmmaking and film rigging shapes how I solve problems, plan the work, and build for production.

View résumé ↗

01 / SELECTED WORK

Play. Explore. Look inside.

Two personal projects.
The build, and the decisions behind it.

01 / COMBAT & GAMEPLAYUnreal Engine 5
PERSONAL PROTOTYPE

A personal ARPG prototype exploring ranger combat, controller targeting, and reusable gameplay components.

Read the project ↗
What I’m doing in this video

I start with the combat demo, then open the Blueprints and C++ classes behind it. Choose a timestamp to watch that part.

  1. I show enemy damage, health loss, a mana-based shot and a regular arrow shot.

  2. I show the character setup and C++ components for health and mana. Regeneration is not implemented in this version.

  3. I explain the attack montage, then the upper- and lower-body blends in the Animation Blueprint.

  4. I demonstrate moving around a target and explain nearest-enemy locking. Right-stick target switching is a planned addition.

  5. I show individual C++ status-bar widgets for health and mana, assembled into a main HUD attached to the player controller.

  6. I walk through projectile subclasses and explain where attacks, mana costs and inputs are configured. Attack icons are discussed as part of the intended HUD.

  7. I discuss the cooldown work and planned projectile pooling. The current projectiles are still spawned directly.

  8. I explain the base character, player and enemy inheritance, the GetHit interface and the attack component. Reusing the component across more character types is a future goal.

02 / INTERACTION & LOGICUnreal Engine
Simon Says puzzle running in Unreal Engine PERSONAL PROTOTYPE

A Simon Says sequence and a moving-platform maze, exploring game states, player feedback, and control over time.

Read the project ↗
What I’m doing in this video

I demonstrate two puzzle levels and explain how their gameplay logic works. Choose a timestamp to watch that part.

  1. I start the puzzle and repeat the light sequence by stepping on the coloured buttons. The sequence grows up to the configured length.

  2. I show how the manager starts the puzzle, generates a random sequence, moves through states and waits for player input.

  3. I explain the button movement, button IDs, material changes and how the buttons and lights communicate through the manager.

  4. I demonstrate the two levers that control the platform along two axes. Hitting an obstacle resets the attempt.

  5. I show why the moving obstacles are difficult at normal speed, then use slow motion to create more time to react.

  6. I open the Blueprint setup: global dilation switches between 0.1 and 1, while the character and platform use custom dilation of 10 or 1 to compensate.

  7. I show editor controls for movement axis, range, speed and phase offset, so instances can move differently.

  8. I explain the saved reset target and collision-triggered teleport. At the end, I discuss using LLM assistance and manually correcting unstable logic.

02 / HOW I BUILD

The thinking matters.

01

Start with the player.

Target locking for controller play. Visible feedback for a button press. More time to react in a moving maze. Small decisions shape how a system feels.

02

Build for the next step.

Shared C++ classes, reusable components and editor configuration help me think beyond one interaction. I explain those choices in the project walkthroughs.

03

Work through constraints.

Viga taught me to find a way forward with the tools available. MPC taught me to understand the work, plan it, and follow a reliable process.

03 / MY JOURNEY

Innovation. Discipline.
Both, in practice.

Different workplaces.
A broader way of thinking.

01
TECHNICAL ARTIST · 2020–2022

Viga

Entertainment Studio

Find a way to make it work.

At Viga, I learned to innovate within limitations. Building a real-time filmmaking pipeline in Unreal meant working through practical problems, trying different approaches and making the most of the tools we had.

I worked with the creative director and project manager on the pipeline, and built game-ready rigs for characters, vehicles and creatures in Maya and Blender.

InnovationProblem solvingWorking within constraints
02
RIGGING ARTIST

MPC

Moving Picture Company

Understand what the work takes.

MPC taught me the discipline behind production: understanding the requirement, thinking through the steps, and following a process that other people can rely on.

Working in film helped me see how an individual task fits into a much bigger pipeline. I learned to give the thinking behind a solution the same care as the solution itself.

Production disciplineThoughtful processPipeline awareness
03
CURRENT · UNREAL GAME DEVELOPER

Innowaft

Bring both together.

At Innowaft, I apply the inventive thinking I developed at Viga alongside the discipline and structured approach I learned at MPC.

Innovation + discipline

TOOLS & EXPERIENCE

Across the build.

A background across engineering, technical art and rigging helps me connect how something looks, how it behaves, and how it’s built.

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Gameplay & systems

Unreal Engine · C++ · Blueprints
Gameplay components · Interfaces · UI

↝

Animation & technical art

Character & vehicle rigging · Control Rig
Animation Blueprints · Shaders · Niagara

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Tools & production

Maya · Blender · Python · MEL
Sequencer · Real-time pipelines · Mocap workflows

04 / FILM & PRODUCTION

Experience behind the frame.

Rigging work at MPC.
A foundation I bring to game development.

Official Mufasa: The Lion King movie posterON-SCREEN CREDIT
DISNEY · 2024MPC

Mufasa: The Lion King

Rigging Artist · Credited in the film

Official Ant-Man and the Wasp: Quantumania movie poster
MARVEL STUDIOS · 2023MPC

Ant-Man and the Wasp:
Quantumania

Rigging Artist

Atlas movie poster featuring Jennifer Lopez
NETFLIX · 2024MPC

Atlas

Rigging Artist

Also at MPC: Polar Rescue: Super Guardians, an Unreal Engine animated show, alongside film production work and scripting with Python and MEL.

Movie posters identify the productions I contributed to. Artwork sources ↗

05 / CONTACT

Let’s talk games.

A project, a gameplay problem, or a conversation about the work.
I’d be happy to hear from you.

[email protected] ↗

Bengaluru, India

View résumé ↗