Mahanthi Kannapalli

A.K.A. MUNNA

GAMEPLAY PROGRAMMER | TECHNICAL GAME DESIGNER | SOFTWARE ENGINEER

Ever since I wrote my first line of code, I’ve been fascinated by how simple logic can create worlds, emotions, and possibilities. That curiosity eventually led me into gameplay programming, where creativity and engineering meet in the most unexpected ways.

I’m Mahanthi Kannapalli — a Gameplay Programmer and Technical Systems Designer who loves building interactions that feel alive. I enjoy that moment when an idea turns into a mechanic, a behavior, or a system that surprises the player and—even better—surprises me during development.

With a foundation in computer science and advanced game development studies at SCAD, I approach every problem with both imagination and structure. I love translating abstract concepts into clean systems, and I’m always chasing that feeling of “flow” where design, code, and player experience all click together.

I’m constantly learning, experimenting, and growing—driven by the belief that great games aren’t just played, they’re felt.

MY-GAMES

A selection of systems-driven games I’ve built and programmed.

Echos of Lie

Echos of Lie

Unreal 5 Gameplay Programming Horror

First-person horror game focused on tension, pacing, and systemic interactions between sanity, light, and enemy AI.

  • Designed and scripted all gameplay systems in Blueprints.
  • Implemented sanity, health, and inventory mechanics.
  • Built enemy AI using behavior trees and EQS.
Combat Fusion

Dynamic Attack Rate

Unreal 5 Blueprints Combat Systems

Fast-paced combat prototype built around a dynamic attack-rate formula, multi-weapon combos, and reactive AI.

  • Implemented sword/hammer combo system and special moves.
  • Created dynamic attack-rate math to reward efficient play.
The Deadly Script

The Deadly Script Murder Case

Unity C# Narrative Systems

2D text-driven mystery where the story changes based on player choices, timing, and hidden state variables.

  • Built dialogue system with branching choices and state tracking.
  • Implemented typewriter effects and reactive UI transitions.
  • Designed tools to author narrative events quickly.
Combat Fusion

Combat Fusion

Unreal 5 Blueprints Hand Combat

Hand-combat action game featuring combo attacks, traversal, and combat-focused level design with multiple enemy archetypes.

  • Built combo-based melee system and player abilities fully in Blueprints.
  • Designed combat level layouts with traversal + ledge climbing flows.
  • Implemented two enemy types: sword melee AI and rifle ranged AI.
Side Scroller Game

Side Scroller

Unreal Engine 3D Side Scroller

A side-scroller game built using a fully 3D character and environment, with a fixed front-facing camera for classic side-scroll gameplay.

  • 3D character and environment with locked camera view
  • Dash, jump, fire, damage, and timer systems
  • Gameplay logic implemented in Unreal Engine
Private Room Environment

Private Room

Maya Unreal Engine Environment Art

A detailed private room environment where all assets were modeled, textured, and prepared in Maya, then assembled and rendered in Unreal Engine.

  • All 3D models created from scratch in Maya
  • Texturing and material setup
  • Scene lighting and final render in Unreal Engine

PROCEDURAL & GAMEPLAY SYSTEMS

Algorithm-driven gameplay and procedural systems exploring generation, evaluation, and simulation.

Let’s Connect

If you’d like to talk about gameplay programming, systems design, collaborations, or opportunities, feel free to reach out.

mahanthikannapalli@gmail.com