Resume
Experience
Iron Galaxy Orlando LLC (2012 - Present)
Unannounced Project (PS4, PS5, XB1, XBS, Switch, PC)
Arkheron (PS5, XBS)
Lead a team of 3-5 programmers supporting the console versions of a Unity DOTS based game
CPU performance profiling
Integrated Tracy to engine to include C# function markers with low overhead
Oversaw integration of platform services
Unannounced Project (Android)
Proof of concept for a re-write of a game in Unreal Engine 5. Original was in a proprietary engine.
Supported mobile build pipeline and deployment
League of Legends (PC)
Core gameplay systems and tools
Unannounced Project (Xbox One, PS4, Switch)
Cross platform Unity project being ported from mobile to consoles
Load and runtime optimizations
Overwatch (Switch)
Assisted with optimizations for port to Switch
Reduced animation and cloth tick frequency
Micro-optimizations for cloth simulation by using ARM NEON specific implementations
Dauntless (Switch)
Port of multiplayer action RPG to Nintendo Switch for E3 demo and initial performance investigation
Game built in Unreal Engine 4
Investigated UI memory usage reduction
Implemented optimizations for gameplay logic written in Blueprints
Investigated bugs with parallelizing animations
Unanounced Project (Stadia)
Lead engineer on unannounced port of multiplayer FPS title running on Google Stadia built using a proprietary engine
Oversaw team of 2-4 engineers over the lifetime of the project
Investigated rendering and GPU stability issues
Investigated memory leaks stemming from engine's proprietary scripting language
Dreadnought (PS4, PC)
PS4 port of PC free-to-play space combat game created with Unreal Engine 4
Lead build and tools team
Responsible for maintaining and optimizing automated build system
Built tools to improve developer workflows
Powershell scripts to automate build/cook/deploy
Set up PS4 symbol server to help debugging
GUI tool to automate deployment of built server versions to developer machines
Investigated miscellaneous stability and performance bugs
7 Days To Die (Xbox One, PS4)
Xbox One and PS4 port of open world, sandbox game implemented in Unity
Lead optimization efforts for the console port including reducing memory allocations, parallelization of terrain generation, and moving specific systems to a native plugin
Implemented performance benchmark scenarios
Researched native reimplementation of specific systems to avoid costs of Mono/C# runtime
The Elder Scrolls Online (Xbox One, PS4)
Xbox One and PS4 port of the MMO set in Bethesda's Elder Scrolls universe
Helped architect and implement thread-safe bindings for platform services (PSN and Xbox LIVE) like login to game server, savedata, title storage etc.
Worked with backend services team to implement client login system
Implmentation of UI screens related to interactions with platform services
Borderlands 2 (PS Vita)
PS Vita port of Gearbox's co-op first person shooter
Implemented occlusion culling for the Vita platform
ARM SIMD extension(NEON) related optimizations
Misc. porting related bugs involving gameplay, rendering and physics
Unannounced Project (Android)
Port of iOS game developed using Unreal Engine 3
Social media integration(Facebook and Twitter)
HTTP abstraction layer
Local/push notifications
Dungeons & Dragons: Chronicles of Mystara (Xbox 360, PS3, WiiU)
Port of arcade classic to Xbox360, PS3, WiiU, and PC
Implemented "House Rules" system and worked on related online tasks
Gameplay and emulation
"Vault" pipeline
UI support
Education
MS Interactive Entertainment (2011-2012)
University of Central Florida Florida Interactive Entertainment Academy Orlando, FL, USA http://www.fiea.ucf.edu
B.Tech Computer Science and Engineering (2007-2011)
Amrita Vishwa Vidyapeetham Amrita School of Engineering Coimbatore, Tamil Nadu, India http://www.amrita.edu/cbr