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WORK EXPERIENCE

7+ years of being in the industry

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FRONT END ENGINEER ~ 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

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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

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TECHNICAL ARTIST  ~ INK GAMES

2021- 2024

  • 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

  • Implementing assets in-engine and managing files through source control.

  • 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.

  • Level Building in the various biomes for the game.

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ADVISOR/TECHNICAL ART DIRECTOR ~ ILLIQUID LABS

2022- Current

  • Setting up workflows for asset pipeline and integration.

  • Writing shaders and setting up master materials for the artist to implement.

  • Level Design and Building Blockout for the artists to perform an aesthetic pass.

  • Coordinating with artists and engineers to make sure the project/milestone deadlines are met.

  • Engineering prototype gameplay mechanics in blueprints before handling off features to engineering.

  • Performance optimization and lots of bug-fixing

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CO-FOUNDER AND CREATIVE DIRECTOR ~ ZOMBIEFOX STUDIOS

2021- Current

  • Founded and launched ZombieFox Game Studios, an independent part-time game development studio specializing in PC and Console development.

  • Led a team of 12 employees in the development of our flagship title currently undisclosed.

  • Developed and executed company strategy, overseeing all aspects of business operations, including game development, marketing, and financial management.

  • Spearheaded the design and development of innovative gameplay mechanics and features.

  • Continuously monitored and analyzed industry trends and player feedback, adapting company strategy and Game development accordingly.

  • Established and maintained a strong company culture focused on creativity, innovation, and collaboration.

  • Led the recruitment and hiring process for all employees, fostering a talented and diverse team.

  • Represented ZombieFox Game Studios at industry conferences and events, building relationships and raising awareness of the company and its games.

PUBLISHED TITLES

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PRIZE KINGDOMES - MOBILE (ANDROID/iOS)

Technical Artist

Unity

Ink Games, 2023

​A beautiful casual dice game for android and iOS

  • 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.

  • 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.

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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

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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

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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

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BSP

Optimization & Blockout

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PERFORMANCE

Optimization

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LEVEL DESIGN

Detail geometry & Populating levels

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PROJECT

Planning, Flow & Documentation

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SCRIPTING

Gameplay, Tools and AI Scripting

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LIGHTING

Lighting and Lightmap Optimisation 

SOFTWARE AND TOOLS EXPERTISE

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SOURCE SDK

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CREATION KIT

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UNREAL ENGINE 4

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UNITY

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JIRA/ HANSOFT

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PERFORCE/GIT

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BLENDER

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3DS- MAX

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WORLD MACHINE

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SUBSTANCE SUITE

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