LEAD FRONT END ENGINEER / PROJECT MANAGER ~ FRUITSTONE TECHNOLOGIES LTD.
Designing the user side of websites and apps
Making sure that the end product is aesthetically pleasing to the client
Managing and guiding junior front end engineers to meet the milestone requirements
2018 - 2019
GAME DESIGNER / GAMEPLAY PROGRAMMER ~ THIRD STATE STUDIO
Designing and prototyping and implementing new game ideas and mechanics
Working closely with the lead programmers to implement various game mechanics and features - Automating day-to-day functions for a more efficient workflow
Being updated with the latest technology in the market and finding ways to integrate and utilize it in the project
TRIKAYA - STEAM (PC)
Technical Level Designer Unreal Engine 4
SMU Guildhall, 2020
An atmospheric first-person puzzle game for the PC
Designed 3 out of the five major levels in the game.
Prototyped destruction-based gameplay interaction to ensure the programmers could later build on top of it.
Established the project and managed various things such as folder structures, collections, removing redundant plugins, project-level optimization, and level streams.
Used various optimization techniques such as LOD’s, Visibility Portals, etc., throughout the entire project to make the game run at constant 60+FPS on most machines.
Lighting the overall game in collaboration with an external artist.
Tweaked lightmaps for every static mesh in the scene for lightmaps optimization and created additional shadow casters as needed.
Provided technical support and additional debugging for the team.
HABERDASHERS - STEAM (PC)
Level Designer - Unreal Engine 4
SMU Guildhall, 2020
A console-style arcade (kart) racer for the PC
Responsible for performance optimization relating to the level design side of development
Responsible for adding clutter and decals to the three tracks in the level
General level design for the tracks in the game from concept phase to final production
Was a technical support for other designers and sometimes other departments whenever needed
ILLUMINATOR - ANDROID (MOBILE)
Solo Project - Unity 5
A production quality, flappy bird style, 2Dplatformer made from scratch with 2D lighting using Unity over a span of 2 days for mobile
Worked for all aspects of the game development process i.e. art, sound, UI, deployment, programming, and design
Implemented features like Cloud Save, Leaderboards and Achievements by utilizing Google API
Designed a hybrid design pattern by combining The Singleton Design Pattern, The Observer Design Pattern and The Scriptable Objects Pattern for efficient and quick workflow
SINE LINE - ANDROID (MOBILE)
Gameplay Programmer- Unity 4
Third State Studio, 2017
A one tap-fast paced, fun casual game where you play as an oscillating particle and avoid the obstacles
Worked for major aspects of the game development process i.e. art, programming, and design.
Implemented core game features and added additional juice elements to the game
Designed and implemented the streak mode of the game which was an instant hit in the community overnight
Worked closely with the lead programmers and artist to make sure that the integration process went by smoothly
SMU GUILDHALL, DALLAS, TX
Master of Interactive Technology: Level Design
MAHATMA GANDHI INSTITUTE OF TECHNOLOGY (MGIT) - HYDERABAD, INDIA
Bachelor's Degree : Computer Science Engineering
Optimization & Blockout
Detail geometry & Populating levels
Planning, Flow & Documentation
Gameplay, Tools and AI Scripting
Lighting and Lightmap Optimisation