I build the systems behind games.

Game engineer, 14+ years. Gameplay systems that feel right, performance work that buys back frames, and the tools the rest of the team builds with — Unity3D and C# on the client, Go on the server.

Mayur Rathod
About me

Game and simulation software, end to end, since 2012.

Fourteen years building game software — mobile games for most of it (board games, endless runners, cricket sims, idle RPGs), and before that, healthcare and enterprise training simulations, plus a stretch of AR and HoloLens work for the automotive industry. Long enough to have shipped across most genres, and to know the hard part is rarely the feature. It's making the feature hold up on a three-year-old phone, on a deadline, with a team that has to keep working on it after I move on.

My core has been Unity3D and C# since 2012. These days I work as much on the server as the client — Go for game servers, backend services and tooling. I also spend a lot of time on the unglamorous half of the job: build pipelines, profiling, and the editor tools that let designers tune a game without booking a programmer.

What I get called in for

Make the game feel right.

Most gameplay problems are feel problems wearing a logic costume. I build the systems that decide how a game responds — turn flow, progression, economy, the moment-to-moment feedback — then tune them until they read correctly to a player who will never see the code.

  • Core gameplay, end to end — turn flow, combat, progression, economy and the feedback that makes each one legible to a player.
  • Live-ops features on games already in players' hands, without breaking the build.
  • Untangling monoliths into systems that can be changed independently.
  • Analytics that answer a question, instrumented so the team can see which parts of a design are actually working.
Projects

Games I've helped bring to life.

Ludo Hero - Board Adventure
Ludo Hero — Board Adventure
A modern take on classic Ludo, with adventure elements layered over the board game.
Platform
Android / iOS
Role
Principal Engineer
Studio
QilaGames
Stack
Unity3D · C#
What I built

Game features, analytics integration and cross-team delivery. Built the internal tooling: build automation, addressable asset management, and runtime feature-tweaking that let non-engineers configure the game with no code dependency.

Battle Bay
Battle Bay
Multiplayer naval combat with real-time team battles. Built for Rovio.
Platform
Android / iOS
Role
Principal Engineer
Studio
LongbowGames
Stack
Unity3D · C++ · Protobuf
What I built

Gameplay features, optimization and build automation. Authored the onboarding, build and deployment documentation that cut developer ramp-up time.

Mine Rescue
Mine Rescue
Mining simulation built around exploration and resource collection. Built for Carry1st.
Platform
Android / iOS
Role
Lead Engineer
Studio
LongbowGames
Stack
Unity3D · PHP · MySQL
What I built

Core gameplay systems, backend integration and the CI/CD pipeline. Migrated a monolith to a decoupled architecture, cut draw calls from 400+ to under 50, and took frame rate from 30–35 up to 55–60.

Almost a Hero
Almost a Hero
Idle RPG adventure with a cast of deliberately useless heroes. Built for DECA.
Platform
Android / iOS
Role
Lead Engineer
Studio
LongbowGames
Stack
Unity3D · Playfab
What I built

Live-ops systems, optimization and feature delivery. Ran the CI/CD pipeline that held live updates to minimal downtime, and mentored the junior developers on the team.

Yoga Quest
Yoga Quest
Relaxation and meditation puzzle game set in the Himalayas.
Platform
Android / iOS
Role
Principal Engineer
Studio
LongbowGames
Stack
Unity3D · Node.js · C#
What I built

System architecture, gameplay systems, performance tuning and build automation.

Sachin Saga Cricket Champions
Sachin Saga Cricket Champions
3D cricket with advanced AI batting and bowling, plus multiplayer.
Platform
Android / iOS
Role
Sr. Programmer
Studio
JetSynthesys
Stack
Unity3D · Playblazer
What I built

Gameplay features across multiple releases and performance tuning. Integrated the analytics that drove product decisions.

Airlift - The Rescue
Airlift — The Rescue
Air combat rescue game with mission progression and aircraft upgrades.
Platform
Android / iOS
Role
Game Developer
Studio
HungamaGameShastra
Stack
Unity3D · C#
What I built

Gameplay features and mechanics implementation.

Flying Jatt
Flying Jatt
Endless runner built around Bollywood superhero action.
Platform
Android / iOS
Role
Game Developer
Studio
HungamaGameShastra
Stack
Unity3D · C#
What I built

Core gameplay loop and mechanics implementation.

Krrish 3: The Game
Krrish 3: The Game
Superhero action game with melee combat and multiplayer.
Platform
Android / iOS / PC
Role
Game Developer
Studio
HungamaGameShastra
Stack
Unity3D · SmartFoxServer
What I built

Combat systems and gameplay implementation. Cut multiplayer hosting cost by migrating off SmartFoxServer to Google Play Services.

Virtual Patient Management
Virtual Patient Management
Healthcare simulation for training clinical staff on patient care.
Platform
Web / PC
Role
Game Developer
Studio
Indusgeeks
Stack
Unity3D · SmartFoxServer
What I built

Simulation systems and UI workflows.

Mass Casualty Scenario
Mass Casualty Scenario
Disaster response training simulation for emergency teams.
Platform
Web
Role
Game Developer
Studio
Indusgeeks
Stack
Unity3D · SmartFoxServer
What I built

Scenario systems and interaction flows.

Nurse Training
Nurse Training
Gamified training for nursing procedure and protocol.
Platform
Web
Role
Game Developer
Studio
Indusgeeks
Stack
Unity3D · SmartFoxServer
What I built

Training modules and system logic.

Dialysis Management
Dialysis Management
Medical training simulation covering dialysis procedure.
Platform
Web / PC
Role
Game Developer
Studio
Indusgeeks
Stack
Unity3D · SmartFoxServer
What I built

Simulation logic and system workflows.

Grandmasters of Influence
Grandmasters of Influence
Leadership and negotiation training simulation for enterprise teams.
Platform
Windows / Mac
Role
Game Developer
Studio
Indusgeeks
Stack
Unity3D
What I built

Core systems and interaction design.

Career

Built across teams, genres and platforms.

CompanyRoleDatesLocation
QilaGamesPrincipal Software EngineerMar 2025 – Sep 2026Bangalore, KA
Longbow GamesPrincipal Software EngineerJun 2021 – Feb 2025Mysuru, KA
JetSynthesysSr. Game ProgrammerNov 2018 – May 2021Pune, MH
Emdep — TestboardsSoftware DeveloperJun 2017 – Oct 2018Pune, MH
Vroovy Hungama GameshastraGame DeveloperJan 2015 – May 2017Mumbai, MH
Indusgeeks SolutionsSoftware DeveloperJul 2012 – Dec 2014Mumbai, MH
Tools

Tools of the trade.

Languages
C#, Go, C++, Python, JavaScript, Shell
Engines
Unity3D, raylib
Server & backend
Go, Nakama, PlayFab, REST APIs, Node.js, Protobuf
Build & infrastructure
Jenkins, CI/CD, AWS (EC2, S3), GCP, Addressables
Practices
SOLID, design patterns, architecture, TDD, code review
Leading
Team building, technical direction, mentoring, roadmaps
Contact

Have a tricky game problem? Let's talk.

Gameplay systems, performance, tooling and server work. Happy to look at something that is already on fire.