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Lahiru Wijesundara

Gameplay Programmer
Unreal & Unity Game Engines Expert

Welcome to My Gameplay Programming Hub!

I'm Lahiru , an Experienced gameplay programmer with a master's degree in commercial games development and over 6 years of expertise in game programming and published games on Steam.

 

Proven track record of writing clean, efficient, and maintainable gameplay systems. Thrives in team environments and consistently delivers high-quality work within deadlines. Committed to continuous learning and staying updated on the latest advancements and improvements in key skills relevant to game development.

I am excited by the opportunity to bring my gameplay programming expertise to a team that is pushing the boundaries of game development. With a strong background in shipping titles and a deep understanding of Unreal Engine, Unity, network gameplay programming, and multiplayer design, I am well-positioned to contribute to creating immersive and engaging player experiences. I thrive in collaborative environments, where I can work alongside creative teams to solve complex technical challenges and implement innovative gameplay mechanics. I’m eager to take on new challenges and help shape the future of interactive entertainment.

I'm an Adept programmer who strives to write clean, cache-friendly code.

Languages:

C/C++, Unreal Blueprint, C#

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Version control software:

Perforce, Git

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Project Management Tools:
JIRA, Trello

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Game Engines:

Unreal 4/5, Unity

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Work Experience
A summary of my professional work experience. For more details, check out my LinkedIn profile!

Combat Beans: Total Mayhem |Unreal Engine 4 & 5 | PC

Combat Beans: Total Mayhem is a fun and chaotic third-person shooter that combines "Fall Guys" party game elements with intense combat mechanics. The game is available on Steam Early Access and features dynamic multiplayer gameplay.

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Unreal engine gameplay programmer​

Technology Used:

Unreal Engine 4 & 5, C++, Azur PlayFab SDK, Unreal Engine Multiplayer Framework & Game Play Framework​

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Responsibilities include:

Server and Matchmaking Implementation:

  • Developed a dedicated server for the game using Unreal Engine's multiplayer framework and GitHub source build.

  • Integrated C++ Azur PlayFab SDKs to implement dynamically scalable servers and matchmaking, ensuring smooth and efficient player connections.

Gameplay Mechanics Development:

  • Created custom game modes and game states to manage game rules and state transitions, enhancing the gaming experience.

  • Implemented player controller logic for precise player input handling and interaction with pawns and characters.

HUD and UI Design:

  • Implemented dynamic HUD elements, including health bars, equipped weapon displays, ammo counts, and game timers, providing players with real-time information.​

Animation and Character Mechanics:

  • Used animation blueprints, montages, state machines, and blend spaces to develop character and weapon-related game mechanics.

  • Developed a reusable modular weapon system supporting over ten different types of weapons, allowing for diverse gameplay strategies.​​

Progression and Achievements:

  • Implemented a point-based experience progression system and cosmetic items unlocking system, encouraging player engagement and retention.

  • Created a Steam page and published the game on Steam using Steamworks, integrating Steam achievements such as "Kill ten players" and "Reach level 10."

Additional Features:

  • Developed a component-based gameplay system to integrate Steam achievements, enhancing the game's appeal and replayability.

Challenges and Solutions:

  • Challenge: Balancing server performance with increasing player count.

    • Solution: Implemented best practices for Unreal multiplayer game development, optimizing server performance to handle higher player concurrency.

  • Challenge: Ensuring smooth animation transitions and responsive player controls.

    • Solution: Utilized advanced Unreal Engine animation tools and rigorous testing to refine character mechanics and player input handling.

SAF-TAC | Unreal Engine 4 & 5 | PC, VR

SAF-TAC is a sophisticated multiplayer military simulator that received the Epic Mega Grant.​

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Senior Software Engineer

Technology Used: Unreal Engine 4 & 5, C++, UMG Motion Designer, AI Controller, Behaviour Tree, AI Perception System, Environment Query System (EQS), Inverse Kinematics (IK), Control Rig

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Responsibilities include:

Weather Control System:

  • Developed a customizable weather control system that allows players to adjust elements such as rain, snow, wind, cloud density, fog, and time of day.

  • Created a user interface (UI) with UMG Motion Designer for intuitive player interaction with the weather system.

Full-Body VR Avatar System:

  • Developed a C++ plugin for a full-body VR avatar system that utilizes inverse kinematics (IK) and animation-driven 3-point tracking.

  • Achieved accurate motion representation using the control rig in Unreal Engine.

Advanced AI Systems:

  • Implemented advanced AI systems using Unreal Engine’s AI controller, behaviour tree, AI perception system, blackboard, navigation system, and environment query system (EQS).

  • Created a crowd simulation AI with randomized movement and responsive behavior to external events like detonations.

  • Developed a waypoint-based AI system enabling players to issue commands such as moving, fleeing, attacking, and defending through a user interface.

Multiplayer Features:

  • Implemented multiplayer features using Unreal Engine's network framework, including data replication and remote procedure calls (RPCs).

  • Ensured server-authoritative game logic for secure and consistent gameplay experiences.

Debugging and Optimization:

  • Debugged and optimized game mechanics using Unreal Engine's built-in tools such as blueprint debugger, Visual Studio, and Unreal Insights.

Team Collaboration:

  • Worked closely with the design and art team to develop, iterate, and polish gameplay systems.

  • Provided technical guidance to the development team, offering advice for resolving technical challenges.

  • Reviewed code written by other team members, ensuring code quality and adherence to coding standards.

  • Guided interns and junior software engineers, aiding in their professional development and enhancing their coding skills.

Challenges and Solutions:

  • Challenge: Implementing realistic and responsive AI behaviour in complex training scenarios.

    • Solution: Leveraged Unreal Engine's advanced AI tools and implemented a combination of behaviour trees, perception systems, and environment query systems to achieve lifelike AI responses.

  • Challenge: Ensuring seamless multiplayer experience with secure and consistent gameplay.

    • Solution: Utilized Unreal Engine's network framework to implement robust multiplayer features, focusing on data replication and RPCs for synchronized gameplay.

Sigma Phi Laboratory | Unreal Engine 5 | PC

Sigma Phi Laboratory is a serious game developed for PC. The project involved creating a scientifically accurate and engaging simulation that integrates various complex systems to provide an educational and interactive experience for players. The game is designed to support scientific research and education, making complex concepts accessible through immersive gameplay.

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Unreal Engine Gameplay Programmer

Technology Used: Unreal Engine 5, C++, License Spring SDK, Microsoft Azure PlayFab

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Responsibilities include:

Licensing System Integration:

  • Developed a C++ plugin using the "License Spring" SDK to handle user licensing, ensuring secure access control and compliance with licensing agreements.

  • Implemented robust user authentication and license verification processes to protect the software from unauthorized use.

Player Data Management:

  • Implemented a comprehensive player data saving and loading system using Microsoft Azure PlayFab.

  • Ensured secure storage and retrieval of player data, including progress, achievements, and custom settings.

Gameplay Mechanics Development:

  • Contributed to the development of core gameplay mechanics that support the educational objectives of the game.

  • Worked on creating interactive simulations and experiments within the game, allowing players to engage with scientific concepts hands-on.

User Interface and Experience:

  • Designed and implemented user-friendly interfaces for managing licenses and player data.

  • Developed intuitive UI elements that guide players through complex simulations and experiments.

Optimization and Debugging:

  • Conducted extensive testing and debugging to ensure smooth performance and a seamless user experience.

Team Collaboration:

  • Collaborated with scientists and educators to align the game’s features with educational goals.

  • Participated in regular team meetings to discuss progress, share feedback, and address challenges.

Challenges and Solutions:

  • Challenge: Integrating a secure and efficient licensing system.

    • Solution: Developed a C++ plugin using the License Spring SDK and implemented thorough user authentication and license verification processes.

  • Challenge: Managing and securing player data in a cloud environment.

    • Solution: Utilized Microsoft Azure PlayFab for secure data storage and retrieval, ensuring players' progress and settings are reliably saved and loaded.

  • Challenge: Creating engaging educational content that is scientifically accurate.

    • Solution: Collaborated with subject matter experts to develop interactive simulations and experiments, making complex scientific concepts accessible and engaging.

Nom Boy's Love for The World | Unity | PC

Nom Boy's Love for The World is a charming 3D puzzle platformer created as part of the MSc Commercial Games Development program at the University of the West of England (UWE). The game focuses on a young protagonist, Nom Boy, who navigates through various levels, solving puzzles and overcoming obstacles using unique elemental abilities.

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Senior Unity Gameplay Engineer

Technology Used: Unity, Cinemachine

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Responsibilities include:

Player Movement and Mechanics:

  • Implemented player movement mechanics, including walking, running, slope movement, and double jump, using Unity's character controller.

  • Developed a third-person free-look camera, aim camera, and smooth camera transitions using Cinemachine for an immersive player experience.

Elemental Ability System:

  • Designed and implemented an elemental ability system that allows Nom Boy to create solid platforms, shoot fire, and control water, which are essential for solving puzzles and progressing through the game.

  • Integrated save and load functionality to preserve the player's progress and abilities.

User Interface and Experience:

  • Created a generic cut scene manager to deliver story elements and notifications to the player.

  • Developed UI button animations and sound effects to enhance the interactive experience.

  • Implemented a generic input system supporting both gamepad and keyboard/mouse controls for versatile gameplay.

Graphics and Effects:

  • Managed scene lighting and post-processing effects to create visually appealing environments.

  • Integrated game background music to enhance the overall atmosphere of the game.

Platform Porting and Optimization:

  • Ported the game to PS5, utilizing the console’s advanced features, such as haptic feedback and adaptive triggers, to provide an immersive experience.

Project Management and Collaboration:

  • Coordinated with a small team of game designers and artists to ensure cohesive game development.

  • Used version control systems to manage project files and facilitate team collaboration.

Challenges and Solutions:

  • Challenge: Creating a fluid and responsive control system for both keyboard/mouse and gamepad.

    • Solution: Developed a generic input system that adapts to different control schemes and tested extensively to ensure smooth gameplay.

  • Challenge: Balancing visual quality with performance, especially when porting to PS5.

    • Solution: Optimized scene lighting and post-processing effects and utilized PS5’s hardware capabilities to maintain high performance.

The Edge of the World Unreal Engine 4 & 5 | PC

The Edge of The World is an open-world action RPG set in a richly detailed fantasy universe. Players explore vast landscapes, engage in combat, and complete quests to uncover the mysteries of the edge of the world. The project focuses on creating an immersive gameplay experience with dynamic combat and intelligent AI.

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Unreal Engine Gameplay Engineer

Responsibilities include:

Player Combat System:

  • Implemented a comprehensive player combat system, including weapon motion-based hit detection for realistic and responsive combat.

  • Developed various attack types and combos, providing players with a range of combat options.

Enemy AI:

  • Designed and implemented advanced enemy AI using Unreal Engine’s behaviour tree, environment query system (EQS), and AI perception system.

  • Created diverse enemy behaviours and tactics, enhancing the challenge and engagement of combat encounters.

Game World and Environment:

  • Contributed to the design and development of expansive, detailed game environments.

Optimization and Debugging:

  • Conducted extensive testing and debugging to ensure smooth gameplay performance.

  • Optimized game code for better performance and reduced load times.

Team Collaboration:

  • Collaborated closely with designers, artists, and other programmers to align gameplay mechanics with the overall vision of the game.

  • Participated in regular team meetings to discuss progress, share feedback, and address challenges.

Challenges and Solutions:

  • Challenge: Creating a dynamic and responsive combat system.

    • Solution: Implemented weapon motion-based hit detection and refined combat mechanics through iterative testing and player feedback.

  • Challenge: Developing intelligent and varied enemy AI.

    • Solution: Utilized Unreal Engine’s advanced AI tools to create diverse enemy behaviours, enhancing the combat experience.

  • Challenge: Ensuring a seamless open-world experience.

    • Solution: Optimized game assets and code and implemented dynamic weather and day-night cycles to create a living, breathing game world.

Transport Decarbonisation | Unity | Web Browser

Transport Decarbonisation is a web-based simulation game developed as part of the MSc Commercial Games Development program at the University of the West of England (UWE). The game educates players about the impact of transportation on carbon emissions and explores strategies for reducing CO2 emissions through various in-game actions and decisions.

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Senior Unity Gameplay Engineer

Technology Used: Unity, Unity Splines, WebGL

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Responsibilities include:

Back-End Logic and Simulation:

  • Implemented the back-end logic to track monthly CO2 emissions, token refilling, and calculating the number of vehicles on the road.

  • Developed algorithms to simulate the impact of different transportation strategies on carbon emissions.

Vehicle Movement System:

  • Designed and implemented a vehicle movement system using Unity splines, ensuring smooth and realistic vehicle paths.

  • Created various types of vehicles with distinct characteristics and behaviours to enrich the gameplay experience.

User Interface and Experience:

  • Developed a comprehensive UI to display important game metrics such as CO2 emissions, token counts, and vehicle statistics.

  • Integrated interactive elements allow players to make strategic decisions and see the immediate impact on emissions.

Web Deployment:

  • Built the game for WebGL and hosted it on Itch.io, making it accessible to a broad audience through web browsers.

Educational Content:

  • Incorporated educational elements that inform players about the importance of reducing carbon emissions and the role of transportation in climate change.

  • Used real-world data and references to enhance the educational value of the game.

Challenges and Solutions:

  • Challenge: Ensuring realistic simulation of vehicle movements and emissions.

    • Solution: Used Unity splines for smooth vehicle paths and developed detailed algorithms to simulate the impact of transportation strategies on CO2 emissions accurately.

Game Jams

All Elephants Go To Heaven|Epic Mega Jam 2020

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Only four elephants remain due to poaching, and you have been tasked to ensure that the species does not go extinct. To do this, you must use your magical bow and a variety of special arrows. You’ve been at this for a long time but you're not done yet.

Under The Ice | Epic Spring Jam 2020

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A group of you end up trapped in an ice cave while on a trek. You must use resources in the cave to craft parts of a tower to leave the cave by using the magical creators in the cave. But unbeknownst to the rest of you, one of the members of your group has been replaced by ‘The Frozen’, an ancient being who resides in the cave.

Research

2D ML Fighter | PC, Unity, Unity ML-Agent

As an MSc Commercial Games Development student, my dissertation explores the comparative performance of Deep Q-Network (DQN) and Proximal Policy Optimization (PPO) algorithms in a 2D fighting game environment using Unity ML-Agents. This research focuses on developing a 2D fighting game and training AI agents by applying DQN and PPO algorithms. By leveraging the Unity game engine and its ML-Agents toolkit, the project aims to analyze and compare the learning efficiency and win rates of these algorithms within a fighting game's dynamic and complex environment. The study contributes to the broader field of AI in gaming by providing insights into the effectiveness of different deep-reinforcement learning techniques in real-time decision-making scenarios.

Recommendations

Endorsements from clients and colleagues 

Lahiru Wijesundara is an extreme professional. He was able to complete the job very fast. All the changes were detailed extremely well, and integration went smooth.if you hire Lahiru your hiring one of the best, everything about the job was done in the most professional way. over all I am very satisfied with his work, I already re-hired him to for another job because his work is so good!"

Erick Henriquezis, United States

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