Game Programmer
At Sumo digital, I have worked on multiple projects spanning a wide array of platforms and taken up responsibilities across various levels of seniority.
Unreal Engine - C++
Target Platforms -
- Worked as part of the gameplay 3Cs team to develop the camera systems.
- Created various gameplay mechanics to be used by designers to set up micro-experiences in the game for the player.
- Developed a robust save game system to be used by the entire game, along with cloud save and sync support.
Custom Engine - C++
Target Platforms -
- Developed multiple racing game modes for the game.
Wrote tools that were used by the design team to set up different types of skid mark effects for tires.
- Worked on surfaces that blends various car handling effects when a racer moves between two surfaces.
Added support for gamepad vibrations using WWise for PS4, XBox One and PC.
- Updated the engine's UI tools to add support for rendering 3D models to the UI.
Unreal Engine - C++
Target Platforms -
- Worked on creating a localised Japanese build for the game.
- Responsible for managing the build machine and delivering the builds on PS4 and Switch.
Modified Unreal Engine's startup video player to support video specifications required by the publisher.
Unity - C#
Target Platforms -
- Lead the development team in the Indian studio.
- Developed a library that handled platform specific functionality for Input, Save System, Achievements, Users and Game Events.
- Wrote the game's voice chat system for PS4.
Unreal Engine - C++
Target Platforms -
- Responsible for developing the game's economy and loot system.
- Developed the system to handle 2D contextual UI in 3D world space, along with networking support.
Improved Unreal Engine's Animation System to allow tagging keyframes.
- Wrote an editor script to replace/remove all references to a variable or a function call in blueprints.
Contributed to the development of a debug visualizer tool that could be easily plugged into any game system.
Improved the UI code architecture to reduce the UI memory footprint.
Developed the game's framework to handle mouse inputs in a UI screen.