Palash Gharde
PALASH GHARDE
// Technical Game Designer
5
Shipped Titles
4+
Yrs Engineering
3.9
MS GPA / 4.0
3
Engines
ABOUT ME

Hey there, I'm Palash! I'm a Technical Game Designer focused on building gameplay systems, rapid prototypes, and interactive level experiences in Unreal Engine and Unity. My work combines design thinking with a strong software engineering foundation, and I have built multiple game projects with a focus on modular gameplay systems, AI behavior, interaction systems, procedural systems, and player-centered mechanics.

I started my game development journey while working full-time as a Software Developer, where I realized I wanted to combine my love for games with my interest in coding. I began learning Unity and Blender in my free time, then later picked up Unreal Engine during my master's degree and became drawn to Blueprint scripting for rapid prototyping. Since then, I have built games in Unreal Engine and Unity, focusing on gameplay mechanics, interactive systems, and NPC AI using Behavior Trees, Blackboards, and AI Perception. My software development background helps me build systems that are logical, robust, and scalable.

I'm now looking to join the game industry full-time as a Technical Game Designer, where I can contribute to meaningful gameplay experiences as part of a collaborative team. Whether it's prototyping a new mechanic, scripting interactive systems, building NPC behavior, improving level flow, or supporting designers with technical implementation, I'm excited to help bring creative ideas to life.

Unreal Engine 5 Unity Godot Blueprint Behavior Trees AI Perception C++ C# Python Blender Level Design

MS Computer Science — Arizona State University, Tempe AZ  ·  GPA 3.9 / 4.0  ·  2023–2025

BTech Computer Engineering — Vishwakarma Institute of Technology, Pune  ·  2016–2020

Technical Game Designer

PALASH
GHARDE

Technical Game Designer focused on building interactive gameplay systems, rapid prototypes, and AI behaviors in Unreal Engine and Unity, with 4+ years of professional software engineering experience.

View Projects
6
Shipped Titles
3
Engines (UE5, Unity, Godot)
3.9
MS GPA / 4.0
4+
Yrs as Software Engineer
Unreal Engine 5 Unity Godot Blueprint C++ C# Python Blender Behavior Trees AI Perception
Systems Designer Level Designer Mechanics Designer AI Designer Software Developer
// Selected Work

PROJECTS

Click any project to jump straight to its full breakdown.

KIDNAPPED
Unreal Engine 5 · 2024
Systems + AI + Level Design
🌊
Add thumbnail
THE ELEMENTAL ASCENT
Unreal Engine 5 · 2026
Mechanics + Level Design
🍔
Add thumbnail
BURGER SHOP
Unity · 2026
Systems Extension + Mini-Game Design
🦌
Add thumbnail
HUNTING SIMULATOR
Unreal Engine 5 · 2024
AI + Economy + Systems Design
🏍️
Add thumbnail
WRONG WAY
Unreal Engine 5 · 2024
Procedural + Loop Design
🚀
Add thumbnail
JETPACKMAN
Unity · 2022
Mechanics + Procedural Design
01 — Kidnapped
02 — Elemental Ascent
03 — Burger Shop
04 — Hunting Simulator
05 — Wrong Way
06 — Jetpackman
01
KIDNAPPED
Horror · Escape · Puzzle · Survival

First-person survival horror set across a house, dark maze, and eerie tower. Escape before the kidnapper catches you — solve puzzles, manage survival stats, and outsmart adaptive AI. Structured 20–30 min play across 8 sequences.

EngineUnreal Engine 5
ToolsBlueprint, C++, Blender
Year2024
PlatformPC
Systems Designer Level Designer AI Designer Solo Developer
⤢ CLICK TO EXPAND
// Mechanics

GAME SYSTEMS

// Core Gameplay Loop
1
Explore
Navigate house, maze & tower
2
Find Items
Collect 20+ interactables
3
Solve
8 puzzle sequences
4
Survive
Manage health, stamina, hunger
5
Escape
Outsmart the AI
// Core System
Modular Interaction System
Blueprint parent/child hierarchy with Blueprint Interfaces — scales to 20+ interactable types with zero code duplication.
  • Single parent class handles pickup, inspect & use logic
  • Child classes override only unique behaviors
  • Doors, keys, chests, food — one unified pickup & drop system
⤢ CLICK TO EXPAND
// Survival
Survival Systems Suite
Hunger, thirst, stamina, and health — all driven by Data Tables, enabling rapid iteration without code changes.
  • Data Table-driven decay rates and thresholds
  • Stamina depletes faster when starved — layered pressure
  • Find and consume food/water to stay above critical
⤢ CLICK TO EXPAND
// Enemy AI
Kidnapper AI — Behavior Trees
Relentless enemy using Behavior Trees + Blackboards + AI Perception (sight & hearing). Reacts dynamically to all player actions.
Patrol Investigate Chase Attack
Default Roam - Chooses 1 out of 3 Spline Paths randomly, to roam around house
Sound events (running, doors) → Investigate
Line-of-sight → Chase → Attack
⤢ CLICK TO EXPAND
// Narrative
Story-Driven Cutscenes and Dailogs
Cinematic cutscenes via UE5 Level Sequencer, triggered at puzzle completion checkpoints — delivers narrative without breaking flow.
  • Trigger-based activation on puzzle completion
  • Character dialogue & environmental storytelling
  • Structured pacing across all 8 sequences
⤢ CLICK TO EXPAND
// Screenshots
02
THE ELEMENTAL ASCENT
Puzzle · Platformer · Physics · Adventure

Third-person puzzle-platformer where players harness fire and ice to navigate a mysterious machine-driven environment. Physics-based chain reactions power every puzzle.

EngineUnreal Engine 5
ToolsBlueprint, Gameplay Animation Sample
Year2026
PlatformPC
Level Designer Mechanics Designer Systems Designer Solo Developer
⤢ CLICK TO EXPAND
// Mechanics

ELEMENTAL SYSTEMS

// Chain Reaction — Steam Lift Puzzle
1
Fire
Ignites wood below container
2
Ice Block
Player places ice above
3
Melt
Heat melts ice → water fills
4
Steam
Boiling generates lift
5
Deactivates
Lift drops when water evaporates
// Element: Ice
Freeze Water → Ice Blocks
Cooling with visual state progression. Spawns placeable ice blocks the player picks up for traversal and puzzle solving.
  • Visual feedback shows freeze progression
  • Integrated into interaction system — pick & place
  • Block shrinks visually as it melts
⤢ CLICK TO EXPAND
// Element: Fire
Fire — Burn & Heating mechanics
Fireball projectiles trigger Burnable Interface responses on impact. Burning objects propagate heat via Raycast, Heating the objects with Heatable Interface causing a chain-reaction for puzzle solutions.
  • Fire projectile → burning state → heat propagation
  • Heatable Interface detected by Raycast
  • Chain: burn wood → heat container → melt ice → steam
⤢ CLICK TO EXPAND
// Blueprint Implementation
Pickup, Interact & Elemental Systems — Blueprint Code
All core mechanics are implemented in Blueprint. Three interconnected systems handle everything from object interaction to elemental chain reactions.
Pickup & Place — BP_ThirdPersonCharacter
  • Tap F — pick up object (Started action)
  • Hold F — show placement preview mesh
  • Release F — place if location valid
  • Green material = valid surface / Red = invalid
  • BPI_PickableObjects interface on all pickable actors
  • BPC_CheckPlacingSurface component on BP_IceCube & BP_WoodStack
Interact — BP_RotatingLever
  • E key — enter / exit lever interaction mode
  • W / S — rotate lever while in interaction mode
  • Sphere trace in BP_ThirdPersonCharacter detects interactables in front of player
  • Same E key used for door interaction and ladder mount
Elemental Chain — Interface-Driven
  • BP_Fireball hits WoodStack → triggers BPI_BurnableObjects
  • Burning wood propagates heat → BPI_HeatableObjects on BP_WaterContainer
  • BP_WaterContainer detects BP_IceCube above and melt it → fills container with water -> after ice completely melts, the water starts boiling.
  • Boiling water generates steam → pushes lift's counterweight up -> lift comes down
  • Water evaporation timer → lift's counterweight descends automatically after water evaporates completely -> lift goes up
// Blueprint Screenshots for Pick and Place 7 images
Blueprint 1
Blueprint 2
Blueprint 3
click to browse Blueprint code screenshots  ↗
// Initial Prototype — Initial level blockout and game mechanics (After 2 weeks of development)
Step-by-Step Gameplay Walkthrough
F  Pick / Place E  Interact WASD  Move RMB  Aim LMB  Shoot Fireball
1
Place Wood Stack
Walk near Wood Stack → Tap F to pick up. Hold F to see preview, walk to Yellow Plate, Release F to place.
2
Place Ice Cube in Container
Pick up Ice Cube → go to the top floor → place ice inside the green water container using Hold & Release F.
3
Move Container with Lever
Approach first lever → E to enter lever mode → W/S to rotate → position the green container below the lift's counterweight (orange box) → E to exit.
4
Move Log Plate with Second Lever
Use the second lever the same way — rotate to slide the log plate directly below the green container so the fire can heat it.
5
Shoot Fireball — Start the Chain
Right click to aim → Left click to shoot fireball at the Wood Stack. Fire burns wood → heats container → melts ice → water boils → generates steam (~45 sec chain).
6
Ride the Steam Lift
While wood burns and ice melts, go to the lift entrance. Wait for the counterweight to rise and the lift to come down. Enter and wait — lift rises automatically once steam is fully active, then descends when water evaporates.
7
Open the Door & Climb Ladder
Find the door blocking the stairs on the right → E to open. Interact with ladder → W to climb up, S to climb down to reach the next stage.
8
Exit — Cutscene Trigger Temporary
Used a temporary teleport box as a lift to reach the exit as lift system not implemeted yet.
// Puzzle Screenshots 6 images
Puzzle step 1
Puzzle step 2
Puzzle step 3
click to browse puzzle solution screenshots  ↗
// Process

LEVEL DESIGN PROCESS

01
Concept
Came up with intial concept for the puzzle, then thought about the relevent mechanics aroun it.
// Concept Ideas 4 images
Concept 1
Concept 2
Concept 3
click to browse all images  ↗
02
2D Layout Planning
Designed 4-floor vertical structure in 2D. Mapped player flow, puzzle sequencing, interaction placement, and readability checkpoints per floor before any 3D work.
// 2D Floor Maps 5 images
Floor 1
Floor 4
Legend
click to browse all images  ↗
03
3D Blockout in UE5
Translated 2D layouts into playable 3D blockout. Iterated on spatial feel, adding ladders, shortcuts, and alternate paths based on playtesting feedback.
// 3D Blockout Screenshot 5 images
Blockout 1
Blockout 3
Gym
click to browse all images  ↗
04
Final Version with Assets and Materials
Added relevent 3D assets, materials, lights, water and puzzle elements.
// Final Version Screenshot 5 images
FinalLevel_1.png
FinalLevel_3.png
FinalLevel_5.png
click to browse all images  ↗
// Screenshots
⤢ CLICK TO EXPAND
⤢ CLICK TO EXPAND
⤢ CLICK TO EXPAND
03
BURGER SHOP
Cooking Sim · Time Management · Restaurant

Fast-paced 3D cooking sim built on the modular counter/kitchen-object architecture from Code Monkey's Kitchen Chaos course. Extended independently with four original systems — a deep-fry mechanic, a UI-driven soda mini-game, an expanded plate/tray system, and layered character animation — to explore state machines, mini-game UI, and animation layering beyond the course scope.

EngineUnity
LanguageC#
Year2026
PlatformWebGL · Windows
Gameplay Programmer Systems Extension UI / Mini-Game Design
⤢ CLICK TO EXPAND
// Mechanics

GAME SYSTEMS

// Core Gameplay Loop
1
Read Order
Customer recipe appears
2
Prep
Cut, cook, or fry ingredients
3
Plate
Assemble on the serving tray
4
Mix Drink
Soda machine mini-game
5
Deliver
Score before time runs out
// Cooking Systems
Deep-Fry State Machine
New DeepFryCounter reusing the stove counter's burn-timing pattern — Idle → Frying → Burning → Burned — extended for fries instead of writing a one-off timer from scratch.
  • State machine reused and adapted from the existing stove-cooking counter
  • ScriptableObject-driven recipes define fry time and burn threshold per ingredient
  • Burnt fries spawn a distinct "packed" pickup instead of just failing silently
// Mini-Game
Soda Machine Mixing Mini-Game
UI-driven mini-game triggered from a soda counter — grab a cup, fill it with one of four drinks, cap it with a lid. Modeled after real fast-food soda stations.
  • Two-flag state (cup-in-hand, cup-filled) drives the flow — simpler than a full state machine since the sequence is linear
  • Trash-can button added after playtesting as a recovery path for wrong drink selections
  • Timed coroutines fake cup/lid animation by sequencing static sprite swaps
// Data-Driven Design
Extended Plate & Tray System
Swapped the single-item plate prefab for a full serving tray, adding drink cups and fries as valid plate ingredients on top of the existing burger-stacking logic.
  • New ingredient types plugged into the existing show/hide visual-mapping pattern with no new code
  • Added a one-drink-per-plate cap so trays can't visually overlap multiple cups
  • Fully data-driven — new valid ingredients configured via ScriptableObject, not hardcoded
// Animation
Layered Character Animation
Replaced the default character with a Synty asset and built two-layer, avatar-masked animation blending so the player can hold a tray steady while still running.
  • Avatar-masked lower-body layer adds run-cycle leg motion on top of a locked upper-body holding pose
  • Base layer covers 5 states (idle, single-item, plate variants); the masked layer mirrors 3 of them for sync
  • Both layers driven off the same 3 animator bools instead of Unity's built-in layer sync
// Screenshots — click any to expand
04
HUNTING SIMULATOR
Forest · Hunting · Shooter · Strategy · Survival

First-person hunting sim with 2 distinct animal AIs, a full persistent economy loop, and randomized animal placement for replayability — built across a dense forest environment.

EngineUnreal Engine 5
ToolsBlueprint, C++, Blender
Year2024
PlatformPC
AI Designer Systems Designer Solo Developer
⤢ CLICK TO EXPAND
// Mechanics

GAME SYSTEMS

// Economy Loop
1
Hunt
Track & shoot deer or tiger
2
Skin
Collect hides via animation
3
Sell
Trade skins at store
4
Upgrade
Buy better weapons
5
Save
Persistent progress
// Animal AI — Deer
Deer Behavior Tree
Peaceful grazing animal that becomes highly responsive to player presence — sight and sound detection triggers realistic flight behavior.
Graze Wander Alert Flee
Sound (footsteps) → Alert
Sight (player visible) → Flee to random location
NavMesh for natural movement
⤢ CLICK TO EXPAND
// Animal AI — Tiger
Tiger Behavior Tree
Apex predator that actively stalks, chases, and attacks the player when spotted — creating a two-directional threat in the environment.
Sleep Prowl Stalk Chase Attack
AI Perception (sight + hearing)
Escalating aggression by player distance
⤢ CLICK TO EXPAND
// Economy System
Shop & Skin Economy
A full persistent economy loop drives long-term player engagement — hunt animals, collect skins, sell for cash, then spend on ammo and weapon upgrades. Each animal type yields a different skin value, creating strategic hunting decisions.
Animal Skin Sell Value Difficulty
Female Deer Doe Hide $ EASY
Male Deer Buck Hide $$ MEDIUM
Tiger Tiger Pelt $$$ HIGH RISK
Hunt Animal → Collect Skin → Sell at Shop → Buy Upgrades
  • Tiger pelt yields highest cash — but tiger actively hunts you back
  • Shop sells ammo refills and weapon upgrades gated behind economy
  • Persistent save system preserves cash & upgrades across sessions
  • Risk/reward loop: high-value targets require better gear to hunt safely
⤢ CLICK TO EXPAND
// World
Procedural Environment
Randomized placement for animals, items, and spawn points ensures each session feels unique. Dynamic lighting for time-of-day atmosphere.
  • Randomized animal spawn locations per session
  • Environmental props: rivers, birds, ambient sounds
  • Dynamic lighting for immersive atmosphere
⤢ CLICK TO EXPAND
// Screenshots
05
WRONG WAY
Casual · Mobile · Endless Runner · Driving

Mobile endless runner — ride against traffic, dodge oncoming vehicles, collect coins, and outrun cops. Fully procedural track generation optimized for short-session mobile engagement and escalating difficulty.

EngineUnreal Engine 5
ToolsBlueprint, C++, Blender
Year2024
PlatformMobile / PC
Systems Designer Procedural Design Solo Developer
⤢ CLICK TO EXPAND
// Mechanics

GAME SYSTEMS

// Core
Procedural Track Generation
Fully procedural track with dynamic obstacle spawning and efficient off-screen cleanup — consistent performance across extended play.
  • Traffic vehicles spawn with randomized lane & spacing
  • Off-screen chunks despawned for memory performance
  • Coin & power-up placement randomized each run
⤢ CLICK TO EXPAND
// AI
Cop Car AI & Chase
Police vehicles detect and pursue the player with escalating aggression the longer you survive.
Patrol Spotted Pursue Ram
Proximity trigger → pursuit begins
Time alive → aggression multiplier increases
⤢ CLICK TO EXPAND
// Power-ups
Power-Up System
Two power-ups that change moment-to-moment strategy during high-speed play.
  • Magnet — attracts nearby coins automatically
  • Ramp — briefly jump over obstacles
  • Coin collection gated behind power-up strategy
⤢ CLICK TO EXPAND
// Design
Mobile-First Loop Design
Every system designed for short-session engagement — instant start, escalating difficulty, satisfying feedback loops, persistent highscore motivation.
  • Speed progression ramps challenge over time
  • Persistent highscore across sessions
  • Satisfying SFX for coins, dodges & sirens
⤢ CLICK TO EXPAND
// Screenshots
06
JETPACKMAN ADVENTURES
2D · Flying · Procedural · Cross-Platform

2D flying game with procedural obstacle generation, a dual-projectile weapon system, and interactive door hacking minigames — shipped cross-platform on Android and PC/WebGL.

EngineUnity
LanguageC#
Year2022
PlatformAndroid · PC · WebGL
Mechanics Designer Procedural Design Solo Developer
⤢ CLICK TO EXPAND
// Mechanics

GAME SYSTEMS

// Weapons
Dual-Projectile System
Two distinct projectile types with unique environmental interactions — creates strategic ammo management throughout each run.
  • Impact Bomb — destroys wooden doors on contact
  • Hacking Laser — triggers door hacking minigame
  • Context-appropriate ammo choice required to progress
Dual projectile system
⤢ CLICK TO EXPAND
// Procedural
Obstacle Generation
Dynamic height variance ensures no two runs feel the same. Obstacle density scales with progression.
  • Random height variance creates unpredictable paths
  • Density scales with progression depth
Procedural obstacles
⤢ CLICK TO EXPAND
// Platform
Cross-Platform Input
Full cross-platform support with unified input abstraction — touch on Android and keyboard on PC/WebGL feel consistent.
  • Touch controls optimized for mobile screen sizes
  • Keyboard bindings for PC & WebGL
  • Consistent feel across both platforms
Cross-platform controls
⤢ CLICK TO EXPAND
// Screenshots — click any to expand
Dual projectile system
⤢ CLICK TO EXPAND
// Capabilities

SKILLS

Game Engines
Unreal Engine 5UnityGodot
Programming
Blueprint (UE5)C++C#PythonGDScript
AI Systems
Behavior TreesBlackboardsAI PerceptionNavMesh
Game Design
Core Loop DesignLevel DesignGDD WritingPrototypingPlaytestingProcedural Systems
Tools
BlenderGitHacknPlanFigmaMiroPhotoshopDaVinci Resolve
// Work History

EXPERIENCE

AI / ML Engineer
JPMorgan Chase & Co. · AZ
Jun 2025 – Present
  • Engineered secure RESTful and GraphQL APIs with FastAPI and Flask for trading dashboards and external integrations, reducing frontend payload size by 37% through field-level selection
  • Built a Retrieval-Augmented Generation (RAG) system using LangChain and Pinecone for semantic search over legal and compliance documents, cutting query response time by 40% for internal audit teams
  • Developed an agentic orchestration framework with open-weight LLMs for trade reconciliation and document summarization, reducing manual operations review time by 54%
  • Deployed Apache Kafka streaming pipelines to ingest transaction and trade data, enabling real-time feature computation for fraud detection and credit risk models
  • Containerized scikit-learn and XGBoost models as FastAPI microservices with a feature store, ensuring consistent batch and real-time inference for underwriting decisions
  • Refactored OAuth2 and JWT authentication with centralized policy enforcement, reducing unauthorized access incidents by 92% and meeting FINRA compliance standards
Machine Learning Engineer
Infinite Infolab · India
May 2022 – Jul 2023
  • Designed and deployed production-grade Python APIs (Flask, Django REST) serving LLM and supervised learning models for enterprise document workflows, supporting sub-200ms latency across 1,000+ daily inference requests
  • Architected an end-to-end RLHF data pipeline integrating human preference labeling with automated quality gates, reducing reward model training time by 40%
  • Created a RAG system for internal retrieval, implementing chunking strategies and vector search logic that improved relevance scores by 28%
  • Streamlined distributed ML training pipelines on AWS (EC2, S3) to orchestrate parallel hyperparameter sweeps, cutting large-scale retraining cycles from 8 hours to under 3 hours
  • Implemented automated model validation tooling, including A/B testing frameworks and drift-detection monitors, ensuring fine-tuned models met stability criteria before production rollout
Software Engineer
VERITAS Technologies · India
Jan 2020 – Apr 2022
  • Automated Python-based orchestration pipelines (Django) to validate data backup and recovery workflows across distributed Linux environments, reducing manual validation effort by 70%
  • Maintained 60+ RESTful APIs handling 20K daily requests between core backup services and external monitoring agents, ensuring stable on-premise and cloud data exchange
  • Enhanced application response times by 30% through ORM query refactoring, PostgreSQL schema optimization, and MongoDB indexing for high-volume telemetry data
  • Launched a React-based administrative dashboard for pipeline health and job-status visualization, cutting diagnostic time for failed backup jobs by 20%
// Education
MS Computer Science
Arizona State University · Tempe, AZ
Aug 2023 – May 2025
GPA 3.9 / 4.0
BTech Computer Engineering
Vishwakarma Institute of Technology · Pune
Aug 2016 – May 2020
GPA 8.62 / 10
// Available for opportunities

LET'S BUILD SOMETHING

Open to game design roles, collaborations & contract work · San Francisco, CA

palash.gharde047@gmail.com LinkedIn ↗ Itch.io ↗ GitHub ↗ YouTube ↗
// Palash Gharde — Resume