About

About

I'm a creative and technical artist for conventional, interactive, and immersive mediums with 15+ years of experience creating class-leading 3D and 2D artwork and 9+ years of managing and training creative positions. I have a proven record of pushing the visuals of new generations of games and content for multiple AAA games for consoles, PCs, and mobile ranging from the Nintendo Wii to PS4 / XBox One and VR. Across my career, I have trained teams and setup production pipelines for teams of sizes from 30 to 300.


Skills

  • Game development using Unreal, Unity3D, CryEngine, Source, Infernal and several proprietary engines and middleware tools

  • Art direction and development for shipped titles for VR, PC, PS4, PS3, PSP, PS2, Xbox One, Xbox 360, Wii, iOS, and Android

  • Conventional & procedural art creation using 3D tools (3Ds Max, Maya, Houdini) and visual design tools (Photoshop, Illustrator, Figma)

  • Shader development and particle effect systems creation

  • Scripting and tool development using C# and Python

  • Rich experience with content optimization and memory, CPU and GPU performance profiling

  • Firm understanding and application of game architecture, game and level design techniques

  • Firm understanding and application of composition, layout, typography, color theory, and UX principles

  • Setting up and maintaining efficient art pipeline between art packages and game engines

  • Gameplay and mission scripting


Experience

Sandbox VR: Senior Technical Artist (Mar 2022 - Present)

  • Researching and building environments, effects and gameplay systems using a combination of shaders, particle systems and scripts

  • Developing and implementing tools for various workflow requirements

  • Profiling and performance optimization for VR titles

Labster: Senior Technical Artist (Aug 2021 - Feb 2022)

  • Developing and implementing new tools to be used in art production pipelines

  • Profiling and performance optimization for various platforms

  • Creating and maintaining technical documentation

Play Games24x7: Senior Technical Artist (Oct 2020 - Jul 2021)

  • Responsible for setting up pipelines and workflows

  • Training and setting up guidelines for internal teams and vendors

  • Profiling and performance optimization for mobile platform projects

SmartVizX: Head – Virtual Reality (Feb 2015 – Sep 2020)

  • Responsible for leading the dev team to create visually impressive and highly optimized content to run at high sustained framerates for VR/AR, mobile and web

  • Defining and designing and product features, visuals and UI/UX for Trezi - an immersive collaboration platform for the AEC industry 

  • Researching new hardware and software technologies for AR and VR based products

Lakshya Digital: Senior Technical Artist (Feb 2014 - Feb 2015)

  • Trained teams and set-up production pipelines for Unreal Engine 4 and Physically Based Rendering workflow for multiple AAA console and PC games

  • Helped the internal art team with various art outsourcing projects for PC & consoles

BlueGiant Interactive: Senior Game Developer (Aug 2013 – Jan 2014)

  • Created rapid prototypes of game mechanics and designs using primarily Unity3D

  • Designed and researched on game architecture for asynchronous multiplayer, puzzle and infinite runner game types

  • Set-up and managed art pipeline, version control and project management systems

  • Optimized art content, shaders and particle systems to drastically reduce the number of draw calls for various mobile titles

Lakshya Digital: Senior Technical Artist (Feb 2012 – Aug 2013)

  • Created multiple game prototypes and demos for the internal development team

  • Helped the internal art team with various art outsourcing projects for next-gen platforms

Trine Games: Environment/Technical Artist (Oct 2008 – Oct 2011)

  • Worked on shipped titles for several console and PC games:

    • Spellforce 2: Faith in Destiny (PC)

    • Yoga Wii (Nintendo Wii)

    • Arcania: Gothic 4 (PS3, PC)

    • Street Cricket Champions (PS2, PSP)

    • Move Street Cricket (PS3)

  • Roles included designing and creating levels, optimizing artwork for the target hardware platform, writing shaders and particle systems and gameplay scripting


 Other

  • Regular speaker at various game development conferences (IGDC, Unite, local game dev meetups)

  • Organized the VR track for India Game Developer Conference for two years

  • Hosted and participated in multiple game jams