I'm a gameplay programmer with robust generalist skills and currently work as a Software Engineer at Wargaming Chicago, on the gameplay team behind World of Tanks Mercenaries.
Before moving to the states from India, I worked in the mobile and in-flight games industry for five years. I developed multiple mobile and in-flight games, a quest system, a UI generic framework and multiple level editors. I also authored a book on 2D mobile game development in C++.
I moved to the states to get a master's degree in video game engineering; I earned it in the summer of 2018. At school, I was the lead engineer on a team of 20 students, building a PC game in Unreal Engine 4. I was responsible for the overall software architecture and was the sole owner of all player mechanics and data-driven systems in the game. Further, I regularly trained artists and designers on UE4 best practices, and also managed the game's source control and build systems.
I interned at WB Games Avalanche for a year while in school and worked on gameplay, engine systems and tools for their upcoming title. I helped build a generic data-driven actor spawning system and independently wrote custom engine utilities and debug tools for the input controls system. My most interesting work was for the animation team; I researched solutions to reduce animation state graph complexity, sharing and parameterizing animation assets and using data-driven approaches to improve and streamline the animation asset pipeline.