GAME DESIGNER / GAMEPLAY PROGRAMMER ~ THIRD STATE STUDIO
2016-2018
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
TECHNICAL ARTIST ~ INK GAMES
2021- 2024
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Breaking down existing processes and pipelines, identifying where improvements can be made, building consensus around the ideas, and then executing the plan.
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Communicating closely with cross-disciplines to develop or facilitate new features.
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Collaborating with Engineers to optimize runtime performance without sacrificing artistic integrity.
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Improving pipelines and workflows for Environments/Characters, textures, materials, and lighting.
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Providing hands-on support to artists and engineers regarding asset performance.
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Modifying existing shaders for efficiency and making variants for it depending on purpose while also solving for edge cases.
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Profiling, analyzing memory/performance for game content throughout the project development, bug fixing, creating and managing asset bundles, and finding efficient ways to reduce the game size.
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Working with cross-disciplinary teams to scope work for sprints and milestones
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Implementing assets in-engine and managing files through source control.
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Identifying and fixing tech art bugs as needed.
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Collaborating with the Production team to maintain the schedule and priorities of the content teams' deliverables and bug fixes
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Made and was responsible for all of the UI work, effective 9-slicing sprites, prefabrication, and UI Animation for Prize Kingdoms and other internal projects.
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Level Building in the various biomes for the game.
ADVISOR/TECHNICAL ART DIRECTOR ~ ILLIQUID LABS
2022- Current
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Setting up workflows for asset pipeline and integration.
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Writing shaders and setting up master materials for the artist to implement.
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Level Design and Building Blockout for the artists to perform an aesthetic pass.
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Coordinating with artists and engineers to make sure the project/milestone deadlines are met.
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Engineering prototype gameplay mechanics in blueprints before handling off features to engineering.
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Performance optimization and lots of bug-fixing
CO-FOUNDER AND CREATIVE DIRECTOR ~ ZOMBIEFOX STUDIOS
2021- Current
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Founded and launched ZombieFox Game Studios, an independent part-time game development studio specializing in PC and Console development.
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Led a team of 12 employees in the development of our flagship title currently undisclosed.
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Developed and executed company strategy, overseeing all aspects of business operations, including game development, marketing, and financial management.
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Spearheaded the design and development of innovative gameplay mechanics and features.
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Continuously monitored and analyzed industry trends and player feedback, adapting company strategy and Game development accordingly.
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Established and maintained a strong company culture focused on creativity, innovation, and collaboration.
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Led the recruitment and hiring process for all employees, fostering a talented and diverse team.
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Represented ZombieFox Game Studios at industry conferences and events, building relationships and raising awareness of the company and its games.
PUBLISHED TITLES
PRIZE KINGDOMES - MOBILE (ANDROID/iOS)
Technical Artist
Unity
Ink Games, 2023
A beautiful casual dice game for android and iOS
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Breaking down existing processes and pipelines, identifying where improvements can be made, building consensus around the ideas, and then executing the plan.
-
Communicating closely with cross-disciplines to develop or facilitate new features.
-
Collaborating with Engineers to optimize runtime performance without sacrificing artistic integrity.
-
Improving pipelines and workflows for Environments/Characters, textures, materials, and lighting.
-
Providing hands-on support to artists and engineers regarding asset performance.
-
Modifying existing shaders for efficiency and making variants for it depending on purpose while also solving for edge cases.
-
Profiling, analyzing memory/performance for game content throughout the project development, bug fixing, creating and managing asset bundles, and finding efficient ways to reduce the game size.
-
Working with cross-disciplinary teams to scope work for sprints and milestones
-
Identifying and fixing tech art bugs as needed.
-
Collaborating with the Production team to maintain the schedule and priorities of the content teams' deliverables and bug fixes
-
Made and was responsible for all of the UI work, effective 9-slicing sprites, prefabrication, and UI Animation for Prize Kingdoms and other internal projects.
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Level Building in the various biomes for the game.
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
EDUCATION
SMU GUILDHALL, DALLAS, TX
Master of Interactive Technology: Level Design
May 2021
MAHATMA GANDHI INSTITUTE OF TECHNOLOGY (MGIT) - HYDERABAD, INDIA
Bachelor's Degree : Computer Science Engineering
May, 2017
SKILLS
BSP
Optimization & Blockout
PERFORMANCE
Optimization
LEVEL DESIGN
Detail geometry & Populating levels
PROJECT
Planning, Flow & Documentation
SCRIPTING
Gameplay, Tools and AI Scripting
LIGHTING
Lighting and Lightmap Optimisation