Hello, World.

I'm Nilesh Krishnan.

Game Developer Gameplay AI Tools

Resume

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About

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I'm passionate about board games and video games, and have been developing the latter for about 8 years. My interests primarily lie in implementing and maintaining gameplay systems and tools.

Profile

  • Fullname: Nilesh Krishnan
  • Email: niluk93@gmail.com
  • Current Role: Senior Programmer, Rocksteady Studios
  • Birth Date: 21 November 1993

Skills

    Proficient : C++ Unreal Engine Gameplay AI Tools Familiar : C# UI Unity Engine
Resume

Work Experience

Rocksteady Studios

Feb 2022 - Present

Senior Gameplay Programmer

At Rocksteady studios, I am working on Suicide Squad : Kill the Justice League as a senior gameplay programmer on the player team.

Suicide Squad : Kill the Justice League (Current)
Unreal Engine - C++
Target Platforms -
  • Working as part of the player team, on various gameplay systems.

A44 Games

Sept 2019 - Feb 2022

Principal Programmer

At A44 Games, I am worked on Flintlock : Siege of Dawn as a principal programmer. On this project, I have worked across a wide array of systems that are critical to the game.

Flintlock : Siege of Dawn (2 Years 6 Months)
Unreal Engine - C++
Target Platforms -
  • Created a custom navigation system for the AI characters by extending unreal's default navigation system.
  • Implemented a system to create various buffs and debuffs that can be applied to any character in the game.
  • Developed the skill tree system, to allow creating unlockable skills for the player and implemented all of the skills as well.
  • Worked on a lot of the player and AI's gameplay abilities, such as for the combat, traversal etc.
  • Developed a crowd system to handle spawning, and managing crowd characters that can wander around and perform various activities.
  • Created editors and debug visualizers for the aforementioned features.

Sumo Video Games

July 2016 - Sept 2019

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.

Spyder (9 Months)
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.
Team Sonic Racing (11 Months)
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.
Snake Pass (1 Month)
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.
Human Fall Flat (2 Months)
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.
Dead Island 2 - Cancelled(1 Year 2 Months)
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.

PurpleTalk

Jan 2014 - Feb 2016

Software Engineer

At PurpleTalk, I worked on multiple projects on mobile platforms. I owned and delivered many of the games' major features.

Ride 'em Rigby (2 Months)
Unity - C#
Target Platforms -
  • Optimized the existing game code in order to provide support for low end devices.
  • Fixed a lot of bugs to ensure stable build.
Star Trek - Trexels (1 Year 10 Months)
Unity - C#
Target Platforms -
  • Developed the game AI and the exploration half of the gameplay.
  • Created tools to help designers set up the in-game content.
  • Wrote code for the game to communicate with the server and load game data. Optimized the game code to in order to support low end devices.
  • Wrote the networking code for a post-release multiplayer update.

Education

Backstage Pass - Institute of Gaming and Technology

Jawaharlal Nehru Technological University

Aug 2011 - March 2015

Bachelor of Technology

  • Made multiple small scale projects with batchmates from the art and design courses.
  • Worked on a 2D game engine with a classmate, using the SFML graphics library.
Portfolio

Personal Projects

A simple match three game that I made over a week.

SDL Library - C++
  • Wrote a wrapper over SDL to handle rendering, inputs and updates.
  • Demonstrates an understanding of core C++ concepts, such as templates, function pointers, STL and inheritance.

A 2D game engine that I developed during college in collaboration with a classmate.

SFML Library, Spine 2D, Tiled Editor, C++
  • Wrote support to create, load and unload a scene in the engine.
  • Added support for 2D skeletal mesh animation using Spine 2D.
  • Added support for particle systems.
  • Created a few test scenes that demonstrates the use of tile maps, spine animations, sprites and resource managers.
Contact

I'd Love To Hear From You.

If you have a position that I might be fit for, or want to discuss anything about the work I've done, please feel free to reach out.

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