[ CLASS: PRINCIPAL GAMEPLAY ENGINEER // LEVEL 4 ]

MAYANK MANJUL

Architecting High-Performance Runtime Systems, Modular Locomotion & Server-Authoritative Netcode for AAA & Scale.

Lead Game Developer and Principal Gameplay Engineer with 12+ years of battle-tested experience architecting low-level C++ runtime systems in Unreal Engine 5, enterprise-scale Unity frameworks, and multiplayer replication pipelines across PC, Console (Xbox), and Mobile.

12+ YEARS Systems Architecture
UE5 MODERN C++ Flagship: ECricket
10M+ PLAYERS REACHED Global Concurrent Scale
FOUNDER COMMUNITY Unity Developers India
02 // PROFILE

THE ARCHITECT'S MANIFESTO

Low-Level Systems Engineering Meets Creative Game Feel

My work lives at the exact intersection of low-level systems engineering and visceral, responsive gameplay. Over the last 12+ years, I have architected decoupled, high-performance gameplay frameworks across PC, console (Xbox), and mobile platforms.

Whether refactoring core player locomotion for LightFury's flagship AAA title ECricket, authoring studio-wide Technical Design Documents (TDDs), or reducing initial binary footprints by 35% for Disney • BYJU'S Early Learn, my focus remains constant: rock-solid stability, zero frame hitches, and decoupled modular architectures that allow design teams to iterate at lightning speed.

Modular StateTree Component-Based Locomotion Server-Authoritative Replication Client-Side Prediction Unreal Insights Profiling Memory Budget Governance Dependency Injection (Zenject) Physics Trajectory & Ragdolls
🇮🇳

Founder, "Unity Developers India"

Created and scaled a nationwide developer guild connecting game programmers, technical artists, and indie founders to foster knowledge sharing, technical mentorship, and industry growth.

01

Decoupled Architectural Governance

Enforce strict separation between input routing, locomotion state machines, and replicated visual delegates. Systems communicate via Gameplay Tags and event streams rather than hard object references.

02

Authoritative Netcode & Lag Mitigation

Network replication must be bulletproof. I engineer server-authoritative architectures with client-side prediction, rollback reconciliations, and low-latency payload serialization for competitive and co-op gameplay.

03

Zero-Tolerance Performance Profiling

Frame hitches kill game immersion. I utilize Unreal Insights and custom memory profilers to audit tick group dependencies, draw calls, heap fragmentation, and garbage collection pauses down to the microsecond.

04

Team Multiplier & Engineering Mentorship

Leading pods of 8+ developers, running high-rigor modern C++ code reviews, authoring comprehensive TDDs, and aligning multi-disciplinary goals between code, 3D art, animation, and game design.

03 // PLAYGROUND

INTERACTIVE GAMEPLAY SIMULATOR & PHYSICS ENGINE

Real-time low-level runtime simulator demonstrating Hydrodynamics & Wave Buoyancy (Dhoom 3 Jet Speed), Cricket Ballistics (Sachin Saga), Server Replication with Client Prediction, and Articulated Verlet Ragdolls.

SUBSYSTEM CALIBRATION IN PROGRESS // TEMPORARILY OFFLINE

PHYSICS ENGINE & GAMEPLAY PLAYGROUND

The real-time interactive physics engine (Hydrodynamics Wave Buoyancy, 150+ km/h Cricket Ballistics, and Server Replication with Client Prediction) is currently undergoing low-level architecture upgrades, multi-threaded ECS refactoring, and GPU performance profiling for an upcoming release.

CORE ARCHITECTURE: Unreal Engine 5 / Modern C++ / Box2D Physics Harness
CURRENT PIPELINE: Multi-threaded Job System & Shader Calibration
SUBSYSTEM STATUS: COMING SOON // NEXT ENGINE RELEASE
SIM STATUS: SOLVER ACTIVE ENTITIES / ACTORS: 1 Vessel HULL BUOYANCY (Fb): 100% NOMINAL
MODE: HYDRODYNAMICS_BUOYANCY_SOLVER DISPLACEMENT: ARCHIMEDES_MULTI_POINT_DRAFT SPEED: 0.0 KNOTS
🎮 Controls: Press or Hold [W] / [↑] or click ACCELERATE to drive across waves • Click anywhere in water to drop buoyant cargo crates!
FRAME DELTA TIME (ms) 16.6ms
SERVER RPC SYNC DRIFT 0.2ms
HEAP ALLOCATION CHURN 0 KB/tick (GC-Free)
04 // REPERTOIRE

FLAGSHIP TITLES & CORE RUNTIME SYSTEMS

Inspect architectural breakdowns, low-level technical challenges, profiling telemetry, and engineering solutions.

ECricket Gameplay Visual
UNREAL ENGINE 5 PRINCIPAL ARCHITECT MOBILE (CURRENT) • PC/CONSOLE (FUTURE)
PRODUCTION ACTIVE

ECricket

LightFury Games • Mobile (Current Production) • PC & Console (Future Roadmap)

Flagship production title built in Unreal Engine 5 with Modern C++ (C++17/20), targeting Mobile (current live production) with PC and Console releases in future roadmaps. Spearheading core gameplay architecture, decoupled locomotion refactoring, and server-authoritative multiplayer replication.

▹ Locomotion & Interaction Refactor: Decoupled complex character dependencies, elevating runtime modularity across disciplines.
▹ TDD/ECRICKET-7884 Governance: Authored studio-wide technical design documentation defining modern C++ patterns and tick budgeting.
▹ StateTree & Gameplay Tags: Managed multi-layered character states, animation triggers, and ability systems with minimal overhead.
▹ Unreal Insights Optimization: Conducted deep CPU/GPU profiling, eliminating micro-hitches and optimizing tick groups.
C++20 UE5.x StateTree Gameplay Tags Unreal Insights Perforce P4
Sachin Saga Gameplay Visual
UNITY 3D SR. GAME DEVELOPER JETSYNTHESYS
CHART-TOPPING HIT

Sachin Saga Cricket Champions

JetSynthesys Pvt Ltd • Mobile (iOS / Android)

Official mobile cricket title featuring batting legend Sachin Tendulkar. Core contributor responsible for physics-driven gameplay loops, timing mechanisms, and fielding AI routines.

▹ Physics-Driven Trajectory Engine: Engineered real-time trajectory calculation accounting for pitch friction, seam angle, swing, and bat velocity.
▹ Ragdoll & Blend Transitions: Integrated physics ragdolls with blend animation transitions for lifelike player collisions and dives.
▹ Backend & Multiplayer Core: Architected robust backend loop integration and real-time head-to-head match validation.
Unity C# PhysX Custom Ballistics Ragdoll Physics Photon
Disney BYJU'S Early Learn Visual
UNITY 3D LEAD ENGINEER BYJU'S • 2021-2023
AWARD WINNER

Disney • BYJU'S Early Learn

BYJU'S & Disney • Scaled to Millions Globally

Gamified educational platform serving millions of concurrent global learners. Led technical roadmaps, performance budgeting, and asset streaming pipelines. Honored with Employee of the Year (2021-2022).

▹ 35%+ Initial Install Size Reduction: Architected dynamic content delivery download modules and reusable gameplay runtime systems.
▹ Low-End Device Optimization: Enforced strict memory budgets and Unity Profiler workflows, achieving smooth 60fps on entry-tier devices.
▹ Engineering Pod Leadership: Mentored and scaled an engineering pod of game developers, driving high code quality and clean architecture.
Unity C# Asset Bundles Memory Profiling Component Design
Hanx Trivia Apple Arcade Visual
APPLE ARCADE IPHONE • IPAD • MAC • APPLE TV M56 TECHNOLOGIES
ALL SCREENS

Hanx Trivia

M56 Technologies Pvt Ltd • Apple Arcade Cross-Platform Release

Live interactive trivia title developed in partnership with Academy Award-winning actor Tom Hanks, shipped across the entire Apple Arcade ecosystem. Engineered a single unified codebase running natively across iPhone, iPad, Mac (macOS), and Apple TV (tvOS) with hot-swappable multi-modal input.

▹ Unified Apple Ecosystem Architecture: Single C# codebase deployed across iOS, iPadOS, macOS, and tvOS with target 60 FPS performance.
▹ Multi-Modal Input Abstraction: Hot-swapping between touchscreen gestures, MFi/Xbox/PlayStation Bluetooth game controllers, Siri Remote, and mouse/keyboard.
▹ 4K 60FPS TV & Retina Scaling: Dynamic UI projection automatically reconfiguring from handheld mobile aspect ratios up to crisp 4K 60FPS on Apple TV.
▹ CloudKit & Game Center Cross-Progression: Universal iCloud save state replication enabling instant multi-device session continuity.
Apple Arcade Apple TV (tvOS) Mac (macOS) iPhone / iPad Game Controllers CloudKit Game Center Unity 3D
UNREAL ENGINE 5 / NETCODE SR GAMEPLAY PROGRAMMER (NETCODE) LIGHTFURY GAMES
SERVER-AUTHORITATIVE

Real-Time Multiplayer Architecture

LightFury Games • Bengaluru, India

Engineered server-authoritative network replication routines, responsive client-side prediction, lag compensation algorithms, and low-latency state synchronization for competitive live multiplayer gameplay in Unreal Engine 5.

▹ Server-Authoritative Replication: Designed deterministic state synchronization and actor replication pipelines minimizing bandwidth while maintaining absolute server authority.
▹ Client-Side Prediction & Reconciliation: Implemented responsive movement prediction and server reconciliation, eliminating perceivable latency under high jitter and packet loss.
▹ Unreal Insights NetProfiler: Profiled network traffic, bunch sizes, and RPC call frequencies using Unreal Insights to prevent socket saturation on cellular data.
Unreal Engine 5 Modern C++20 Server Authority Replication Graph Client Prediction Lag Compensation Unreal Insights
UNITY 3D GAME DEVELOPER FRANCHISE IP
BLOCKBUSTER IP

Dhoom: 3 Jet Speed

Robosoft Technologies / Yash Raj Films

Official high-speed water racing title for the blockbuster movie franchise. Engineered hydrodynamic jet-ski simulation, buoyant wave collisions, and obstacle velocity response.

▹ Hydrodynamic Wave Physics: Custom surface buoyancy mathematics simulating realistic jet-ski skimming and crest jumps.
▹ High-Speed Drift Mechanics: Tight arcade controls with kinetic momentum preservation and responsive gyro input.
Unity C# Hydrodynamics PhysX Mobile Optimization
UNITY / REAL-TIME SENIOR DEVELOPER APRA TECHNOLOGIES
LIVE INTERACTIVE

Bop Live

Apra Technologies Private LTD • Real-Time Audio & Social Platform

High-concurrency live social audio and interactive music party platform. Engineered sub-second synchronized game loops, real-time audio cue pipelines, and low-latency interactive UI states under heavy WebSocket traffic.

▹ High-Concurrency Audio & Game Loops: Built responsive real-time multiplayer loops synchronized across concurrent users with sub-second event timing.
▹ Dynamic Live Audio & UI Pipelines: Designed low-latency audio cue pipelines and responsive UI transitions reacting to live music tracks and rapid player scoring.
▹ Resilient Client-Server Pipelines: Created fault-tolerant event streams and state synchronizations for fast-paced social round turnarounds.
Unity 3D C# Real-Time Audio WebSockets Component Design Live Ops
05 // ARCHITECTURE

UNREAL ENGINE 5 STATETREE & GAMEPLAY TAG GRAPH

Interactive node graph demonstrating Mayank's modern modular locomotion and server-authoritative ability execution architecture. Click nodes to inspect runtime transitions and C++ delegates.

⚡ Source/ECricketGame/Public/Gameplay/ST_BatsmanLocomotion.uasset COMPILED & REPLICATED (UE 5.4)
Root StateTree Context: UECricketBatsman Tick Group: TG_PrePhysics State: CreaseLocomotion Tag: State.Locomotion.Crease Evaluator: BowlerReleaseCheck Input: IMC_ECricket_Crease SubState: CreaseStance Speed <= 0.1 m/s (Tapping) Anim: AS_Batsman_CreaseTap SubState: SprintRun Tag: Locomotion.SprintWickets MaxSprint = 8.4 m/s (Slide) State: BattingStrokeExecution Tag: Action.Batting.Stroke Server Auth: RPC_AuthoritativeImpact Predict: ClientTrajectoryPredict SubState: CoverDrive Tag: Stroke.CoverDrive BatVelocity = 138 km/h SubState: DefensiveBlock Tag: Defensive.SoftHands Restitution = 0.18f (Damped)
C++ ARCHITECTURAL SNIPPET // REPLICATED STATEMACHINE BINDING MODERN C++20 • ZERO-HEAP-ALLOCATION
// StateTree Task: Crease Stance & Bowler Release Synchronization (UE5 / ECricket)
EStateTreeRunStatus FECricketBattingStanceTask::EnterState(FStateTreeExecutionContext& Context)
{
    UECricketBatsmanComponent* BatsmanComp = Context.GetExternalData(BatsmanCompHandle);
    if (!BatsmanComp) return EStateTreeRunStatus::Failed;

    // Bind batsman crease stance & gaze tracking toward bowler release vector
    BatsmanComp->RemoveGameplayTag(TAG_State_StrokeExecution);
    BatsmanComp->AddGameplayTag(TAG_State_Batting_CreaseStance);

    // Lock batsman root orientation toward pitch delivery vector (Server-Authoritative)
    BatsmanComp->SetBattingStanceBlendWeights(1.0f);
    return EStateTreeRunStatus::Running;
}
06 // CAREER_XP

THE ENGINEERING QUEST LOG (12+ YEARS)

Progressive track record of architectural leadership, studio-level TDD standards, and shipped commercial titles.

LVL 4 JUL 2026 - PRESENT

Senior Gameplay Programmer Level 4 (Principal Engineer)

LightFury Games • Bengaluru, Karnataka, India

CURRENT STATION

Spearheading core gameplay architecture and low-level C++ system foundations for the studio's flagship Unreal Engine 5 production title, ECricket. Owning end-to-end technical strategy, architectural governance, and cross-functional alignment between engineering and creative design.

  • Locomotion & Interaction Refactor: Architected and executed the end-to-end refactor of the core player character locomotion and interaction framework, decoupling complex dependencies to maximize modularity and performance across disciplines.
  • TDD Governance (TDD / ECRICKET-7884): Authored key technical design documentation establishing architectural paradigms, modularity benchmarks, and modern C++ engineering best practices for the studio.
  • Technical Roadmaps & Milestones: Defined technical roadmaps and sprint milestones, aligning gameplay engineering execution with production timelines and game design objectives.
  • Profiling Budgets & Benchmarks: Established engine-level profiling benchmarks and performance budgets across tick execution, memory allocation, and CPU/GPU utilization for the title.
  • Cross-Discipline Reviews & Escalation: Led cross-discipline technical reviews and served as primary escalation point for complex architectural bottlenecks and runtime edge cases.
  • Pod Mentorship: Mentored and coached senior and mid-level gameplay engineers, driving code review rigor and elevating modern C++ and UE5 engineering standards.
LVL 3 MAY 2024 - JUL 2026

Senior Gameplay Programmer 3

LightFury Games • Bengaluru, Karnataka, India

UE5 RUNTIME

Engineered core gameplay systems and low-level runtime mechanics in modern C++ for flagship Unreal Engine 5 production title, ECricket.

  • StateTree & Gameplay Tags: Implemented modular StateTree and gameplay tag architectures to manage complex character states, animation triggers, and ability behaviors with minimal runtime overhead.
  • Server-Authoritative Netcode: Designed and integrated server-authoritative network replication routines, delivering smooth client-side prediction, responsive lag mitigation, and reliable delegate bindings.
  • Unreal Insights Optimization: Conducted deep CPU and GPU performance profiling using Unreal Insights, systematically eliminating frame hitches, optimizing tick groups, and enforcing strict memory allocation standards.
  • Perforce P4 Stream Hygiene: Governed Perforce stream integration, changelist formatting, and branch hygiene across multi-disciplinary engineering features.
LEAD JAN 2023 - MAY 2024

Lead Game Developer

M56 Technologies Pvt Ltd • Bengaluru, India

APPLE ARCADE LEAD

Directed technical architecture and engineering execution for Hanx Trivia on Apple Arcade (cross-platform deployment across iPhone, iPad, Mac, and Apple TV) and scalable real-time multiplayer titles.

  • Apple Arcade Cross-Screen Deployment: Architected unified multi-device codebase supporting touch, game controllers, Siri Remote, and keyboard/mouse, maintaining rock-solid 60 FPS up to 4K resolution on Apple TV 4K.
  • IoC Game Loop Decoupling: Engineered decoupled game loops using IoC/dependency injection frameworks (Zenject) and event-driven architecture, accelerating feature iteration speed across the team.
  • Pod Management (8+ Devs): Mentored an engineering pod of 8+ developers, balancing sprint workloads, removing technical roadblocks, and ensuring strict code review and quality standards.
  • Low-Latency Client-Server: Established scalable client-server communication pipelines for low-latency multiplayer gameplay and real-time state synchronization.
LEAD JAN 2021 - JAN 2023

Lead Engineer (Unity)

BYJU'S • Bengaluru, India

★ EMPLOYEE OF THE YEAR

Served as Technical Lead for flagship gamified educational software, including Disney • BYJU'S Early Learn, steering technical roadmaps and architectural scalability for millions of concurrent global users.

  • Employee of the Year Award (2021–2022): Honored for engineering excellence, proactive technical leadership, and rapid milestone delivery.
  • 35% Footprint Reduction: Architected reusable gameplay frameworks, asset delivery pipelines, and dynamic content download modules, reducing initial app install sizes by over 35%.
  • Cross-Discipline Alignment: Led sprint execution, technical architecture reviews, and system design, bridging technical alignment between engineering, art, audio, and product disciplines.
  • Performance Budgeting: Defined profiling workflows across low-end to high-end mobile devices, ensuring smooth frame rates and optimized memory consumption.
SR NOV 2019 - DEC 2020

Senior Game Developer

BYJU'S • Bengaluru, India

  • Engineered core interactive gameplay modules, gamified learning loops, and animation systems for premier multi-platform mobile learning titles.
  • Integrated responsive UI/UX systems, asset bundles, and state-driven game loops to support dynamic content updates.
  • Diagnosed runtime bottlenecks, memory leaks, and draw-call spikes using Unity Profiler, significantly improving load times on mobile platforms.
SR FEB 2019 - NOV 2019

Senior Game Developer (Unity)

Apra Technologies Private LTD • Bengaluru, India

REAL-TIME AUDIO & SOCIAL

Architected core features, sprint task allocations, and real-time interactive loops in Unity for Bop Live, a high-concurrency live social audio & interactive game platform.

  • Interactive Live Audio Loops: Engineered real-time synchronized event listeners and responsive mini-game interaction hooks tied to live audio streaming channels.
  • State-Driven Social Features: Built low-latency state machines for live audience polling, real-time leaderboards, and gamified social gifting animations.
  • Sprint Execution & Optimization: Structured technical sprint milestones and profiled runtime memory to ensure crash-free sessions across diverse mobile hardware.
SR JUL 2017 - FEB 2019

Senior Game Developer (Unity)

JetSynthesys Pvt Ltd • Pune, Maharashtra, India

PHYSICS CORE
  • Core engineering contributor on premier sports titles, including the chart-topping cricket game Sachin Saga Cricket Champions.
  • Architected core physics-driven gameplay loops, including ball trajectory calculations, batting timing mechanics, and fielding AI routines.
  • Engineered realistic ragdoll physics and blend animation transitions for dynamic athlete interactions.
  • Responsible for successful real-time backend loop implementation.
SR JAN 2016 - JUL 2017

Senior Game Developer

Aquimo Sports LLC

Real-time interactive mobile gaming and stadium-screen integrated synchronized game loops.

DEV FEB 2014 - JAN 2016

Game Developer / Senior Game Developer

Robosoft Technologies Pvt Ltd

Engineered high-profile entertainment games including Dhoom 3 Jet Speed and mobile arcade titles.

DEV JAN 2013 - FEB 2014

Game Developer

GameAnax (IndiaNIC Pvt Ltd)

Initiated career building 2D/3D physics mechanics, Box2D gameplay puzzles, and cross-platform mobile implementations.

DEGREE 2009 - 2012

Bachelor of Arts (BA) in Game Development — Grade A

University of Wales, Cardiff — United Kingdom

GRADE-A HONORS

Completed rigorous foundational training in game engine mathematics, 3D graphics rendering, computer science fundamentals, and interactive game design.

07 // LOADOUT

TECHNICAL ARSENAL & ENGINE COMPETENCIES

Audited skill proficiencies based on 12+ years of production experience.

⚙

Game Engines & Core Languages

Unreal Engine 5 (UE5.x / UE4) 98% [EXPERT]
Modern C++ (C++17 / C++20) 96% [EXPERT]
Unity 3D / 2D (C#) 98% [12 YRS]
JavaScript / TypeScript 88%
🏛

Gameplay Architecture & Patterns

Modular StateTree Gameplay Tags Pipeline Component-Based Locomotion Dependency Injection (Zenject) StrangeIoC Finite State Machines (FSM) Event-Driven Architecture Decoupled Interaction Systems Technical Design Docs (TDD)
🌐

Multiplayer & Replication

Server-Authoritative Replication Client-Side Prediction Lag Mitigation & Rollback Photon PUN PlayFab Backend GameSparks Low-Level Sockets (TCP/UDP) State Sync Serialization
☄

Physics & Dynamics

NVIDIA PhysX Ragdoll Physics Trajectory Calculation Box2D Collision Resolution Hydrodynamic Water Physics Kinematic Vehicle Suspension
📈

Optimization & Profiling

Unreal Insights Tick Group Scheduling Frame Hitch Elimination Draw Call Batching Heap & Memory Profiling Garbage Collection Minimization Unity Profiler
🛠

Toolchains & Platforms

Perforce (P4) Git / SVN / Bitbucket JetBrains Rider Visual Studio 2022 Xbox Console SDK Windows PC iOS / Android Mobile JIRA / Asana Governance
08 // COMMS

ESTABLISH SECURE COMMS LINK

Open for Principal Gameplay Engineer, Lead Game Developer, and Technical Architect roles in cutting-edge PC/Console/Mobile gaming studios.

FREQUENCY: ENCRYPTED // STATUS: ONLINE
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