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LANGUAGES

C/C++

HLSL/GLSL

Unreal Engine C++/Blueprints

Python

C#

SKILLS

Visual Studio
Unreal Engine 5

Unreal Insights

PIX | Razor | RenderDoc
Perforce | JIRA | Confluence

Professional Work

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AAA Action Adventure Title

  • UE5 C++ engineering on the next Tomb Raider at Crystal Dynamics, working across rendering-driven world systems, gameplay, and engine-level systems.

  • Owned the dynamic weather, occlusion, and time-of-day systems, driving localized environment states, wetness, and lighting behavior across large streaming worlds.

  • Designed spatial “sector” and traversal markup systems that partition the world for streaming, querying, and navigation, keeping complex, kit-bashed geometry reliably traversable.

  • Implemented multiple traversal abilities in UE5 C++/Blueprints using GAS, wiring contextual movement and traversal moves into world markup, locomotion state, and animation so characters react reliably to complex, kit-bashed geometry.

  • Used Unreal Insights, PIX, and GPU profiling workflows to monitor and improve performance of world and occlusion systems in large, visually rich environments.

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AAA Multiplayer Action Adventure GaaS

  • Rendering / FX-oriented engine work on Marvel’s Avengers, focusing on tools and runtime systems that powered gameplay and cinematic effects in a proprietary engine.

  • Owned and extended the engine’s FX system, building features and authoring workflows used daily by FX and Tech Art for high-impact combat, traversal, and cinematic moments.

  • Profiled and optimized FX-heavy scenes to hit performance targets, making engine-level changes and guiding FX authors with best practices and written optimization docs.

  • Collaborated with FX, Tech Art, and rendering engineers to debug visual issues, improve FX authoring pipelines, and ship stable, performant visuals across platforms.

INDIVIDUAL WORK

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VOXEL BASED GLOBAL ILLUMINATION

Master's Thesis

Achieving indirect lighting in real time with help of voxelization and indirect lighting algorithms. This thesis is done on my personal engine which is DirectX enabled.

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SIMPLE MINER

3D minecraft-like

Made a Minecraft like game which lets you dig and place different kinds of blocks in a 3D world rendered using OpenGL. Also, I used a grid based lighting algorithm to enable a light block.

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DOOMLIKE

2D Roguelike

2D roguelike with ASCII art made using my personal engine. This game is hugely data driven giving designers the power to design entire adventures through XML.

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3D VISUALIZER GLOBE

Music Visualizer

A 3D model of Earth used as a music visualizer with distortions and bumps in land and water indicating the bass and treble of the current spectrum.

TEAM PROJECTS

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PROGRAMMER

Unreal Engine 4 | Open world | Up in the Air | June 2017 - December 2017

  • Architected intricate systems like the player character, power up system, and the map and discovery system in our game.

  • Created and maintained major blueprints and it's components.

  • Provided solutions for complex problems arising due to the open world nature of the game,most of which entailed heavy usage of blueprint communication.

  • Make various tools to help level designers and artists iterate quickly

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LEAD PROGRAMMER

Unreal Engine 4 | 4v4 Capture The Flag | Auxilium | January 2017 - May 2017

  • Helped and encouraged my team to brainstorm solutions together.

  • Wrote essential game blueprints like flags and playable characters.

  • Managed breaking down of high level tasks given by project leads and assigned those tasks to programmers who fall under me.

  • Communicated across disciplines in a 50 person team. for example, talking to artists about animation doubts and issues or asking level designers about their needs (any variables that they'd need access to, tools they need)

  • Resolved Unproductive conflicts as soon as possible 

  • Maintained all blueprint code that fell under me.

  • Preserved vision of the game among my team

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PROGRAMMER

Unity 5, tablet game | Ebmarah Reborn | September 2016 - December 2016

  • Wrote and maintained all scripts for the game.

  • Architected all major mechanics like character movement, camera movement, Enemy AI and level streaming. 

  • Communicated with fellow artist and level designers, since all game decisions were made together it involved a good amount of cross discipline talk.

  • Functioned as sole bug fixer for the entirety of the project.

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©2025 by Dharmik Dave.

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