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.
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.
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.
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.
A mobile game lives or dies on the cheapest phone that runs it. I profile first, find the real cost, and fix that — batching, instancing, atlasing, memory and asset budgets — rather than optimizing whatever is easiest to reach.
The fastest way to speed up a team is to stop making them wait. Build automation, asset pipelines, and tuning tools that let designers change the game without booking a programmer.
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.
Gameplay features, optimization and build automation. Authored the onboarding, build and deployment documentation that cut developer ramp-up time.
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.
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.
System architecture, gameplay systems, performance tuning and build automation.
Gameplay features across multiple releases and performance tuning. Integrated the analytics that drove product decisions.
Gameplay features and mechanics implementation.
Core gameplay loop and mechanics implementation.
Combat systems and gameplay implementation. Cut multiplayer hosting cost by migrating off SmartFoxServer to Google Play Services.
Simulation systems and UI workflows.
Scenario systems and interaction flows.
Training modules and system logic.
Simulation logic and system workflows.
Core systems and interaction design.
| Company | Role | Dates | Location |
|---|---|---|---|
| QilaGames | Principal Software Engineer | Mar 2025 – Sep 2026 | Bangalore, KA |
| Longbow Games | Principal Software Engineer | Jun 2021 – Feb 2025 | Mysuru, KA |
| JetSynthesys | Sr. Game Programmer | Nov 2018 – May 2021 | Pune, MH |
| Emdep — Testboards | Software Developer | Jun 2017 – Oct 2018 | Pune, MH |
| Vroovy Hungama Gameshastra | Game Developer | Jan 2015 – May 2017 | Mumbai, MH |
| Indusgeeks Solutions | Software Developer | Jul 2012 – Dec 2014 | Mumbai, MH |
Gameplay systems, performance, tooling and server work. Happy to look at something that is already on fire.