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    • Home
    • About Me
    • Projects
      • Digital Twin
      • Games
      • LLM
    • Services
  • Home
  • About Me
  • Projects
    • Digital Twin
    • Games
    • LLM
  • Services

Game Systems & Scalable Architecture

 Specializing in C++, High-Performance Networking, and Complex Gameplay. 

Aldian of Ancients

Combat & Network Programmer

 

Aldian of Ancients is a massive-scale MMO dinosaur survival game where I specialize in high-performance networking and responsive gameplay systems.

  • Iris Integration: Implementing Unreal Engine’s Iris replication system to architect and optimize server instances for 200+ concurrent players.
  • Networking Architecture: Engineering efficient data replication and synchronization strategies to maintain high-performance stability in a persistent, large-scale world.
  • Combat Engineering: Designing and developing a robust, responsive combat system tailored for high-latency multiplayer environments.
  • System Optimization: Tuning server-side logic and network traffic to ensure a seamless experience in dense player-populated zones.


 Platform: PC (Steam) 

JUNK!

Lead Developer

 As the Lead Developer, I spearheaded the technical architecture and systems design for JUNK!, a fast-paced, arena-style 1v1 PvP robot brawler. My focus was on building a scalable, production-ready multiplayer framework that balanced high-performance combat with robust backend stability. 


  • Multiplayer Framework: Spearheaded the integration of Epic Online Services (EOS) to manage sessions and matchmaking for a seamless 1v1 competitive experience.
  • Modular Combat System: Engineered a "Lyra-inspired" combat and ability framework, utilizing C++ and Gameplay Ability System (GAS) to create highly decoupled, reusable robot components.
  • Core Systems: Coded the foundational movement and physics-based systems specifically tuned for high-speed, third-person robot combat.
  • Cross-Disciplinary Lead: Collaborated directly with Art and Design teams to translate the game's unique "Junk" aesthetic into a high-performance, technically optimized reality.

Sparkball

Gameplay & Systems Programmer

 Sparkball is a 4v4 adrenaline-packed sports brawler where our team  worked on gameplay ability systems and contributed to engine migration,  alongside implementing player expression features such as emotes and  sprays. 


  • Engine Migration: Successfully executed a critical engine upgrade from UE 4.18 to 4.22, resolving deprecated API conflicts and ensuring stability across core gameplay systems.
  • GAS Implementation: Contributed to the Gameplay Ability System (GAS) foundation, developing base classes and logic that powered the game’s high-speed "sports brawler" mechanics.
  • Player Expression Systems: Architected and coded the Emote and Spray systems, integrating cosmetic triggers and networking them for real-time synchronization in 4v4 matches.
  • Optimization & Polishing: Conducted extensive bug fixing and technical debt reduction to maintain high performance during intense, multi-user gameplay sessions.

Copyright © 2026 Samarpan Saha - All Rights Reserved.


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