Sawaiz.dev

Hi, I'm

Sawaiz Bilal Khan

Unreal Engine Developer

Unreal Engine developer with professional experience working on multiplayer games and client projects. My work has mainly focused on multiplayer and online systems, VR, backend integration, gameplay features, UI, debugging, and working with existing production projects.

I have experience integrating and maintaining systems involving PlayFab, Photon, AWS GameLift, GameFabric, Gameye, Steam, and EOS, as well as developing gameplay and backend features within Unreal Engine.

Concept collage referencing Forajido, Shib The Metaverse, and Maelstrom
Naval combat in Maelstrom

Unreal Engine | Multiplayer / Backend / Online Services

Maelstrom

Naval Battle Royale — Steam

Maelstrom is a multiplayer Unreal Engine game where I have worked across backend integration, online systems, gameplay features, UI, and live bug fixing. A significant part of my work has involved connecting different online services and making them work together within the game's existing architecture. I have also worked on multiplayer features such as parties, lobbies, matchmaking, chat, reconnects, server allocation, player sessions, guilds, and guild wars.

01Online Services and Backend

Worked with and integrated multiple online and backend services used by the game:

  • PlayFab
  • Photon
  • AWS GameLift
  • GameFabric
  • Gameye
  • Steam
  • EOS
02Multiplayer Systems

Worked on systems involving:

  • Parties
  • Lobbies
  • Matchmaking
  • Server allocation
  • Player sessions
  • Reconnects
  • Chat
03Photon Realtime

Used Photon Realtime for party state synchronization and communication.

  • Synchronizing party state between players
  • Handling realtime party events
  • Implementing ready states
  • Handling public and private party states
  • Working with custom lobby communication
  • Debugging party synchronization issues
  • Making party state work correctly alongside the game's other multiplayer systems
04EOS and PlayFab

Implemented EOS alongside the existing PlayFab backend using PlayFab Custom IDs. This allowed the game to use EOS functionality while maintaining the existing PlayFab identity and backend setup.

  • EOS integration
  • PlayFab integration
  • Custom ID handling
  • Connecting EOS identity with the game's existing backend systems
  • Debugging authentication and identity-related issues
05Parties, Lobbies and Matchmaking

Worked on different parts of the game's multiplayer flow, including parties, lobbies, matchmaking, and player sessions.

  • Party state management
  • Party ready states
  • Public and private party states
  • Lobby communication
  • Matchmaking flow
  • Player session handling
  • Reconnect handling
  • Server allocation
  • Server travel
  • Debugging issues occurring during transitions between different multiplayer states
06Guild / Clan System

Built and expanded the game's guild system. The system included both gameplay and backend functionality, with guild data being persisted and synchronized between the game and backend systems.

  • Guild creation
  • Guild membership management
  • Guild roles
  • Guild data persistence (emblems, strongholds, leaderboards, etc)
  • Guild invites and applications
  • Backend integration
  • Guild UI integration
Guild UI
Guild UI
Guild UI
Guild UI
Guild UI
Guild UI
07Guild Wars

Later extended the guild system into a guild wars system.

  • Guild war state handling
  • War windows
  • Battle season tracking
  • War tracking
  • Guild battle flow
  • Integration with the existing guild system
  • Backend and gameplay synchronization
  • UI integration
Select Opponent
Select Opponent
War Lobby
War Lobby
Battle History
Battle History
08Cosmetics and Loadouts

Worked on ship cosmetics and loadout-related systems.

  • Loadout functionality
  • UI integration
  • Fixing issues with cosmetic data and synchronization
Loadout selection
Loadout selection
Correct replication of selected skin in multiplayer game
Correct replication of selected skin in multiplayer game
Select ship skin
Select ship skin
09UI

Remade and modified multiple Unreal Engine UMG screens based on client requirements.

  • Recreating UI screens
  • Implementing client-requested UI changes
  • Connecting UI to gameplay and backend systems
  • Working with different UMG widgets and layouts
  • Debugging UI issues related to multiplayer and backend state
10General Bug Fixing

Worked on fixing issues across the game while multiple systems were being developed and integrated. Areas I have debugged include:

  • Gameplay
  • Networking
  • Parties
  • Matchmaking
  • Chat
  • UI
  • Cosmetics
  • Backend
  • Server allocation
  • Server travel
  • Player sessions
  • Reconnects
Placing a house with the PlotBuilder

Unreal Engine | Multiplayer / Metaverse

Shib The Metaverse

Metaverse for Shiba Inu

Worked on different parts of the game including the PlotBuilder, CharacterCreator, EOS voice chat, mirrors, and general gameplay tasks.

01PlotBuilder

Worked on the PlotBuilder system, where players can place houses, decorations, and other objects within their plots.

  • Implementing and maintaining functionality related to placing houses and decorations
  • Working with existing plot-building systems and content
  • Fixing bugs and issues related to object placement and customization
  • Making changes based on design requirements
Placing an object (House in this case)
Placing an object (House in this case)
See how this light isn't allowed here — made a system for conflicts like this (e.g. tables with floor lamps, etc)
See how this light isn't allowed here — made a system for conflicts like this (e.g. tables with floor lamps, etc)
Also added this feature for ceiling lights to have a cable attached to them that can change length
Also added this feature for ceiling lights to have a cable attached to them that can change length
02CharacterCreator

Worked on the CharacterCreator system, including resolving mesh conflicts and improving the workflow for adding and managing character content. A focus of my work was making the system easier for designers to use without requiring a developer whenever new content needed to be added.

  • Investigating and fixing mesh conflicts
  • Creating editor-side workflows using Editor Utilities
  • Working with custom Data Tables for configurable character content
  • Making content easier for designers to add and manage
  • Fixing bugs and issues within the character customization system
Changing weight and height using mesh morph targets
Changing weight and height using mesh morph targets
Equipping clothing & accessories
Equipping clothing & accessories
High top shoes needed to be tucked into pants, low top would be untucked — created a system that replaced meshes according to conflicts
High top shoes needed to be tucked into pants, low top would be untucked — created a system that replaced meshes according to conflicts
03EOS Voice Chat

Implemented EOS voice chat and made it distance based. Players on the same server use the same voice channel, while collision detection is used to determine which nearby players should be unmuted.

  • Implementing EOS voice chat
  • Setting up voice communication within the game
  • Using collision detection for proximity checks
  • Muting and unmuting players based on proximity
  • Handling players entering and leaving proximity areas
04Mirrors

Implemented mirrors using Unreal Engine camera functionality and collision handling.

  • Setting up the camera-based mirror system
  • Handling collisions related to the mirror
  • Fixing issues with the system during implementation
05General Development

Worked on various gameplay tasks and bug fixes across the project. This included investigating existing functionality, fixing bugs, and making changes to different systems based on development requirements.

Night drive through Forajido's open world

Unreal Engine 5.4 | Migration / Vehicles / System Integration

Forajido

GTA Style Game

Worked on upgrading the project from Unreal Engine 5.0 to Unreal Engine 5.4 and fixing functionality affected by the migration.

01Unreal Engine Migration

Ported the project from UE5.0 to UE5.4.

  • Migrating the project to UE5.4
  • Investigating functionality that broke after the migration
  • Fixing compatibility issues
  • Debugging systems affected by the engine upgrade
  • Restoring existing functionality
02Vehicle and Traffic Systems

The client provided a vehicle pack that needed to work with the game's existing vehicle and traffic systems.

  • Integrating the vehicle pack into the project
  • Fixing compatibility issues between the vehicle pack and existing systems
  • Fixing Mapping Context issues when entering and leaving driving mode
  • Working with driving and non-driving states
  • Debugging issues between the vehicle system and other gameplay systems
Used a Mountable Plugin to make the user able to mount/drive cars
Used a Mountable Plugin to make the user able to mount/drive cars
Same for motorbikes
Same for motorbikes
Client gave us systems like this car modification plugin, which I had to make work with many other plugins he had bought
Client gave us systems like this car modification plugin, which I had to make work with many other plugins he had bought
03Third-Party System Integration

The project contained several systems and assets from different third-party sellers that needed to work together.

  • Investigating conflicts between third-party systems
  • Fixing compatibility problems
  • Debugging unexpected interactions between systems
  • Modifying existing functionality when required
  • Making independently developed systems work together within the project
04UI

Worked on different UI menus and related functionality.

Technical Skills

Unreal Engine

Unreal Engine 5Unreal Engine 4C++BlueprintsUMGGameplay SystemsMultiplayer SystemsNetworkingCollision SystemsCamera SystemsData TablesEditor UtilitiesEnhanced Input / Mapping ContextsCharacter CustomizationVehicle SystemsShaders

Online and Multiplayer

EOSPlayFabPhoton RealtimeSteamMultiplayer gameplayPartiesLobbiesMatchmakingServer allocationPlayer sessionsReconnectsVoice ChatServer travel

Backend and Infrastructure

PlayFabAWS GameLiftAWSGameFabricGameyePhotonEOS

UI and Tools

Editor UtilitiesCustom Data TablesDesigner-focused workflowsUI integration with gameplay and backend systemsBlender

Development

Third-party system integrationDebugging existing production projectsMultiplayer debuggingBackend debuggingUnreal Engine version migrationBug fixing

Contact

Let's build something together.

Open to multiplayer, backend, and gameplay work in Unreal Engine. Reach out by email or connect on LinkedIn.