Nimbus: Citadel of Clouds
Puzzle-exploration VR title set across floating islands. Rebuilt the rendering pipeline from scratch, boosting framerate from 30 fps to 120 fps while adding weapon mechanics and spatial enemy AI.
Software Developer & Creative Technologist
Shipping production-grade web platforms, immersive VR experiences, and real‑time 3D systems that solve real problems. Currently engineering software at Simapt.
01 — About
With a B.Tech in Computer Science specializing in Graphics & Gaming from UPES, I bring a systems‑level understanding of rendering pipelines, interaction design, and frontend architecture. Every project I take on ships with intention — optimized, accessible, and built to last.
02 — Showcase Reel
03 — Selected Work
Puzzle-exploration VR title set across floating islands. Rebuilt the rendering pipeline from scratch, boosting framerate from 30 fps to 120 fps while adding weapon mechanics and spatial enemy AI.
Solo-built RPG featuring a full inventory system, A*‑driven enemy AI, and a branching dialogue engine powering non‑linear narrative paths.
Production AR experiences including a bowling simulator, a spatial 3D calculator, and gesture-driven interaction layers built on Vuforia and LightshipAR.
High-fidelity product renders, detailed castle environments, campus visualizations, and weapon models delivered for games, marketing, and client presentations.
Procedural water simulation, stylized toon shading, and GPU‑driven visual effects engineered for real‑time performance in Unity.
Fully immersive sacred architecture with interactive elements, volumetric lighting, and hand‑modeled detail — optimized for standalone VR headsets.
04 — Experience & Education
Software Developer
Engineering product-focused web platforms with fast iteration cycles, component-driven architecture, and systems designed for long-term maintainability.
Independent · Remote
Led VR development for a medical-center walkthrough. Delivered custom shaders, real-time animations, and production 3D assets for a mobile game studio.
Software Support Engineer · Remote
Owned end-to-end technical support, platform uptime, feature rollouts, and QA processes across multiple client-facing products.
Project Lead
Directed a VR puzzle-exploration title from concept to completion. Rebuilt the rendering pipeline to achieve a 4× framerate improvement while shipping weapon mechanics and spatial enemy AI.
Software Developer · Dehradun
Engineered a physics-based water simulation in Unity, cutting draw calls by 40% through batching optimizations and custom LOD strategies.
Gameplay Programmer · Rajasthan
Developed responsive player-movement mechanics for a platformer and designed three levels with progressively complex gameplay challenges.
Solo Project
Solo-built a top-down RPG featuring a full inventory system, A*-driven enemy AI, and a branching dialogue engine powering non-linear storytelling.
B.Tech, Computer Science — Graphics & Gaming
Four-year specialization in real-time rendering, game engine architecture, shader programming, and interactive media. Graduated 2025.
05 — Tech Stack
06 — Contact
Open to product roles, creative collaborations, and challenging technical problems. If it ships and it matters, I’m interested.