
Ash Ketchum
@ashketchum
I build scalable Unreal Engine C++ gameplay systems for multiplayer, VR, combat, AI, and simulation.
What I'm looking for
I've built Unreal Engine gameplay systems for STAR DELTA VR at AryaXRVR Studios, covering gameplay architecture, interaction, UI, VFX integration, testing, deployment, and Meta Quest optimization for 90 FPS.
At Akiyam Solution, I architected server-authoritative multiplayer for 80 concurrent players, reducing network latency by 15% and improving gameplay performance by 12%. I also lead VR gameplay development at GITS, building locomotion, inventory, stamina, and runtime optimization systems.
Experience
Work history, roles, and key accomplishments
UE Gameplay Programmer
AryaXRVRStudiosInc.
May 2026 - Present (4 months)
Develop and maintain Unreal Engine gameplay systems for STARDELTAVR, owning gameplay architecture, interaction, UI, VFX integration, testing, and deployment. Optimize standalone Meta Quest gameplay across CPU, GPU, memory, and rendering to sustain 90 FPS.
Gameplay Programmer/Technical Lead
GITS
Jan 2025 - Sep 2026 (1 year 8 months)
Led a 4-6 developer team while engineering VR gameplay systems including locomotion, inventory, stamina, and runtime optimization.
Gameplay Programmer
SkullSoul Interactive
Mar 2026 - Aug 2026 (5 months)
Implemented UE5 gameplay and environmental interaction systems for Lure of The Abyss, including player behaviors, gameplay events, and AI integration. Developed and tested gameplay functionality within a collaborative production workflow.
Gameplay Engineer II
Akiyam Solution Private Limited
Nov 2025 - Aug 2026 (9 months)
Engineered scalable C++/Blueprint gameplay systems spanning multiplayer architecture, replication, RPCs, Gameplay Framework, AI, combat, inventory, and data-driven UI. Architected server-authoritative multiplayer supporting 80 concurrent players, reducing network latency by 15% and improving gameplay performance by 12%.
Gameplay Programmer
Luminarch Studios
Feb 2026 - Jul 2026 (5 months)
Built gameplay systems in C++ and Blueprint across combat, Gameplay Ability System (GAS), inventory, crafting, NPCs, AI/Behavior Trees, plugins, and gameplay architecture. Implemented and integrated gameplay features across the production pipeline, collaborating on level design, animation, cinematics, Niagara/VFX, and gameplay iteration.
Education
Degrees, certifications, and relevant coursework
Geetanjali Institute of Technical Studies
Bachelor of Technology, Computer Science and Engineering
2024 -
Pursuing a Bachelor of Technology in Computer Science and Engineering at Geetanjali Institute of Technical Studies, Udaipur, Rajasthan, India.
Availability
Location
Authorized to work in
Salary expectations
Skills
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