Resume

 

Vikram is an experienced software engineernig lead with a strong background in
games programming, people-management, and technical production

He possesses a passion for deep understanding and continuous improvement of both teams and systems. When added to his attention to detail, these characteristics combine to facilitate rapid delivery of high standard code.

Check out his LinkedIn to see his full experience

 
 

Skills

Engineering

  • Languages: C++, C#, Python
  • Game Engines: Custom Engines, Unreal, Unity
  • Workflows: Agile, Trunk-Based Development, Test-Driven Development
  • DevOps Tools: git, Perforce, TeamCity, etc.
  • Specialities: Physics Engines, Artificial Intelligence (Games)

Leadership

  • Technical Production
  • People Management
  • Process Change Management
 

Experience

Experience

PlayerUnknown Productions

May 2024 - Present

  • Principal Core Engine Programmer
  • Team Lead for the Melba Engine

PlaySide Studios

Nov 2022 - Jan 2024

  • Senior lead Engineer & 2IC of Engineering
  • Age of Darkness

May 2022 - Nov 2022

  • Lead Engineer
  • Inverness Project

Electronic Arts

Nov 2018 - May 2022

  • Software Engineer/Product Owner
  • EA Frostbite
  • Component Object Model team

Nov 2017 - Nov 2018

  • Software Engineer
  • EA Firemonkeys
  • Osiris Mobile Engine

University of the Sunshine Coast

Feb 2016 - Nov 2017

  • Program Coordinator
  • Bachelor of Serious Games
  • Games Programming Coordinator

Opaque Multimedia

June 2013 - Jan 2016

  • Game Engine/Tools Developer
  • Multiple Projects

Swinburne University of Technology

Jan 2015 – June 2015

  • Sessional Course Coordinator
  • Physics of Games
 

Qualifications

Bachelor of Computer Science (Honours)

Swinburne University of Technology

  • Researched into Gendered Animation in Games - specifically looking at improving Tooling to create more realistic animations using a method that is suitable for modern Animation workflows.

Bachelor of Science (CSSE) / Bachelor of Multimedia (G&I)

Swinburne University of Technology

  • Awarded Dux in Artificial Intelligence for Games, Games Programming, and Research Methods.
  • Developed a strategic AI bot based on Sun Tzu’s Art of War and demonstrated that two millennia old principles of warfare can apply to modern gaming.
  • Lead Producer on an Alternate Reality Game, which was designed, developed and run by a 20-person team across a 12-week period.
  • Producer and Developer on a 6-person team for our Final Year Project, a collaborative team-building game for an educational program, for a client who then hired me (Opaque Multimedia).

Education