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).