matharu689@gmail.com

hi, |

I build combat systems.

Gameplay Engineer building combat systems, AI, and movement architecture in Unreal Engine 5 (C++ & Blueprints) and Unity (C#). Recent work: a GAS-driven melee combat system with Behavior Tree and EQS enemy AI, and an 8-state FPS movement architecture built around a custom C++ async force plugin. Based in Vancouver, BC.

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3D avatar of Aman Singh, a gameplay programmer in a maroon turban, glasses, and Portugal jersey
Gameplay Programmer based in Vancouver, BC.

Experience

Gameplay systems • AI • Movement • Combat

Explore systems I've built.
Let's build something cool.

Resume

Gameplay Programmer

C++ • C# • Unreal • Unity

/ about me

I'm a Gameplay Engineer specializing in systems programming across Unreal Engine (C++, Blueprints, GAS) and Unity (C#). I build combat pipelines, AI architectures (Behavior Trees, EQS, FSMs), and physics-based movement systems, grounded in 3D vector math and frame-rate-independent design, and built to stay modular as scope grows.

Recent work includes a full GAS-based melee combat system and an 8-state FPS movement architecture, both in Unreal Engine 5.

Here are some technologies I work with:

  • C++ & Blueprints
  • Unreal Engine 5 / GAS
  • C#
  • Unity3D
  • Behavior Trees & EQS
  • Java & Python
Aman Singh

/ experience

Gameplay Programmer @ Independent

2025 — PRESENT

  • Designed and shipped a complete GAS-based melee combat system in Unreal Engine 5 — 6-hit combo chains, a 0.4s perfect-parry window, directional hit reactions, and motion-warping combat magnetism, all built on one centralized damage pipeline.
  • Built a five-state enemy AI on Behavior Trees, AI Perception, and EQS strafing, synchronized with combat abilities through gameplay-event handshakes.
  • Engineered an advanced-movement FPS prototype (Jetpack FPS) with an 8-state locomotion machine and a custom C++ async root-motion plugin for curve-driven, cancellable movement forces.

Gameplay Programmer @ SIAT team projects

2023 — 2024

  • Lead mechanics gameplay programmer on Slow & Steady, a rogue-like 2D shooter — player movement, shooting, a signature slow-down mechanic, and A*-driven enemy AI with multiple enemy types.
  • Lead mechanics programmer and sound designer on Storge, a narrative horror game — player systems, AI patrol/chase behavior, and full sound design.
  • VR interaction developer on Paradox Rift — XR rig configuration, physics-based character controller, grabbable-object systems, and custom teleportation.

BA, Double Minor @ Simon Fraser University

2019 — 2024

  • Double minor in Computing Science and Interactive Arts & Technology (SIAT), Vancouver, B.C.
  • Coursework spanning data structures & algorithms, 3D modelling and animation, UX/UI design, and game development.
  • Shipped three team game projects through the SIAT curriculum — each one playable in the projects below.

/ projects

GAS Melee Combat System

A character-action melee combat system on UE5's Gameplay Ability System — combo chains, a 0.4s perfect parry, motion-warping magnetism, and BT/EQS enemy AI on one attribute pipeline.

Unreal Engine 5 (GAS, C++ & Blueprints)

Jetpack FPS

An advanced-movement FPS with an 8-state locomotion machine — sprint, slide, wallrun, jetpack — powered by a custom C++ async root-motion force plugin.

Unreal Engine 5 (C++ & Blueprints)

Slow and Steady

A horde-based twin-stick shooter built around a slow-motion mechanic tied to hit accuracy, five enemy archetypes, and a multi-phase boss.

C# (Unity)

Storge

A 2D pixel survival-horror game adapting a fixed narrative script — waypoint patrol AI with chase states, proximity-scaled audio, and real-time health feedback.

C# (Unity)

Paradox Rift

A VR puzzle game built on one rule: objects moved in the past move in the present. XR rig, grabbable-object systems, and custom teleportation.

C# (Unity, VR/XR)

Slow and Steady

A rogue-like 2D shooter with a signature slow-down mechanic. Lead mechanics gameplay programmer — player systems, A* enemy AI with multiple enemy types, and combat feel.

  • Unity
  • C#
  • A* Pathfinding

Storge

A narrative horror game built for a senior storytelling course. Lead mechanics programmer and sound designer — player systems, patrol/chase enemy AI, and full audio design.

  • Unity
  • C#
  • Sound Design

Paradox Rift

An immersive VR experience. VR interaction developer — XR rig setup, physics-based character controller, grabbable objects, and custom teleportation systems.

  • Unity
  • VR / XR
  • C#

04. what's next?

Get In Touch

I'm looking for my first gameplay programming role in the games industry — if you're hiring, have a question about any of the systems on this site, or just want to talk shop about combat design, my inbox is always open.

Say hi!