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Game Programmer with 4+ years in Unity & C#
Unity Gameplay Programmer with hands-on experience developing scalable gameplay systems, gameplay mechanics, and modular architecture using Unity and C#. Strong understanding of state machines, event-driven systems, object pooling, MVC architecture, and gameplay programming principles. Bringing 5 years of professional experience in 3D art, animation, rigging, and asset integration, enabling effective collaboration between art and engineering pipelines. Experienced with Git-based workflows, gameplay prototyping, UI systems, optimization techniques, and rapid iteration in collaborative development environments.
Outscal
Full Stack Game Development
August 1, 2025 – June 30, 2026
XGen College of Visual Art
Diploma in 3D Animation & Film Making
August 1, 2018 – June 30, 2020
Berhampur University
Bachelor of Computer Applications
August 1, 2014 – June 30, 2018
SBG EDITION
3D Artist
January 1, 2024 – July 1, 2025
Grasse, Provence-Alpes-Côte d'Azur, France
Space Reindeers
3D Artist
March 1, 2023 – December 1, 2024
Magny-le-Hongre, Île-de-France, France
Infinto Gaming Studio
3D Rigging & Animation Artist
September 1, 2020 – February 1, 2022
Hyderābād, Telangana, India
Hunter Assassin - Stealth Action Prototype
June 26, 2026 – Present
Designed and implemented modular state machine architecture for player and enemy AI behaviors. Developed scalable character behavior systems using generic and reusable state logic. Built stealth-based gameplay mechanics including enemy detection and movement systems. Focused on maintainable gameplay architecture for rapid feature iteration.
View ProjectInventory & Shop System - RPG Gameplay System
June 26, 2026 – Present
Developed a modular inventory and shop system with real-time synchronization between inventory, currency, and shop services. Implemented inventory weight mechanics to control item carrying capacity. Designed reusable UI and gameplay systems for scalable RPG-style interactions. Used event-driven architecture to reduce tight coupling between systems.
Command Tactics - Turn-Based Tactical Prototype
June 26, 2026 – Present
Implemented Command Pattern architecture for tactical gameplay actions. Developed undo and replay functionality for player action history. Built command invoker and processing systems for flexible gameplay execution. Focused on reusable and extensible gameplay architecture.
Cosmic Curation - Performance Optimization
June 26, 2026 – Present
Developed generic object pooling systems to improve runtime performance and memory management. Reduced runtime instantiation overhead using reusable pooled objects. Implemented optimization techniques focused on scalable gameplay performance. Built reusable systems for future gameplay projects.
Cultural Fit Analysis
The candidate's background shows a strong passion for game development, transitioning from 3D art to game programming. The personal projects demonstrate initiative and a self-driven learning approach, which aligns well with a proactive and growth-oriented culture. However, the professional experience is entirely in 3D art, not programming, which might require a cultural adjustment to a pure engineering role. The 'Full Stack Game Development' education starting in 2025 indicates a commitment to upskilling and career transition, which is a positive cultural indicator.
Soft Skills & Operational Fit
The candidate's project descriptions highlight a focus on 'maintainable gameplay architecture,' 'reusable systems,' and 'reducing tight coupling,' indicating an understanding of good software design principles and a proactive approach to code quality. Their professional experience in 3D art roles involved collaboration with multidisciplinary teams, suggesting good teamwork and communication skills. The emphasis on 'rapid feature iteration' and 'agile collaboration' points to an operational fit for dynamic development environments.