V

Vaishvik Nakhashi

Software Engineer

Montreal, Quebec, Canada11 yrs 4 mos experience
Most Likely To SwitchHighly Stable

Key Highlights

  • 9+ years of experience in the gaming industry.
  • Key contributor to the Iron Man game at EA Motive Studio.
  • Expert in optimizing game development pipelines.
Stackforce AI infers this person is a Game Development Engineer with expertise in performance optimization and procedural systems.

Contact

Skills

Core Skills

Game DevelopmentTechnical ArchitectureSoftware Development

Other Skills

AlgorithmsAnalytical SkillsCC#C++Computer ScienceContent PipelineData StructuresGame EnginesGame State Analysis ToolGameplay OptimizationsHuman Computer InteractionImprovisationLeadershipMentoring

About

I believe that innovation and discovery are backed by curiosity, determination, and positive collaboration. A humble team unlocked by the right toolset and support can achieve anything and I am grateful to be surrounded and supported by so many talented people around me to deliver some of the best digital experiences on the planet. With 9+ years of experience in the gaming industry, I am currently working on an Iron Man game at EA Motive Studio as Engine Programmer. Passion and collaboration are the keys to delivering the best experiences and I always look forward to connecting and working with like-minded people. Feel free to contact me if you see any convergence in ideology and interests :)

Experience

11 yrs 4 mos
Total Experience
3 yrs 9 mos
Average Tenure
4 yrs 6 mos
Current Experience

Motive studio

System Software Engineer

Dec 2021Present · 4 yrs 6 mos · Montreal, Quebec, Canada

  • Untitled Single-Player, Action-Adventure Iron Man Game
  • Key contributor for the procedural world-building pipeline in Unreal Engine 5
  • Key contributor for defining technical architecture and user workflow for procedural systems
  • Responsible for scalability and performance of the pipeline and runtime performance of generated content
  • Define UX for designers and tech artists for Editor workflow
Unreal EngineTechnical ArchitectureProcedural SystemsUX DesignGame Development

Electronic arts (ea)

2 roles

Software Engineer II

Promoted

Jun 2019Dec 2021 · 2 yrs 6 mos · Hyderabad Area, India

  • Need For Speed : No Limits
  • Set up a new content pipeline for the Mod shop for cars that includes equip-able visual parts, wraps, paints, body kits, wheels. Worked with Designers, Artists, Product Managers, Producers, Engineering Managers and QA Teams
  • Enhanced the pipeline to allow players play with much diverse and data-driven visual combinations without having to take a hit on performance with up to ~20x content
  • Workflow Optimization to help artists and designers to make content faster. Improvement in iterations by ~10x
  • Load time Optimizations by ~15%
  • Implemented Wwise audio engine support for the game. Supported audio designer to drive data driven RTPCs for car sounds and gameplay events
  • Enhanced content outsourcing pipeline for faster workflow to get new cars implemented in the game faster. Improvement in iterations by ~5x
  • Bejeweled Blitz
  • Developed a proprietary algorithm to measure and change difficulty at runtime for Match-3 Games. (To be used for automated content pipeline.)
  • Implementation from ideation to delivery : Quests | Tournaments | In-Game Notifications | Inventory | In-Game Store | Limited Time Offers | Daily Spins | Pre-Game Resource Loadout
  • Work with multiple disciplines (Art, Design, PM, Audio, Tech-Art, Production) frequently to find better ways to solve problems at hand
  • Contribute in product roadmap planning through suggestions and experimentations
Content PipelinePerformance OptimizationWwise Audio EngineWorkflow OptimizationGame DevelopmentSoftware Development

Software Engineer

Dec 2016May 2019 · 2 yrs 5 mos · Hyderabad Area, India

Ubisoft

2 roles

Junior Programmer

Apr 2015Aug 2016 · 1 yr 4 mos · Pune Area, India

  • Just Dance 2017 (PS4, Xbox One, Wii, PS3, Xbox 360, Wii)
  • Overhauled the pipeline for Scoring System to be used in Just Dance 2017 and later versions
  • Implemented scoring algorithm on the Proprietary tool to simulate behaviour for PS4, Xbox One and WiiU (each platform used different tweaks based on hardware capabilities)
  • This brought down implementation, testing and iteration time for designers and professional dancers from an hour to a few milliseconds (~36000x)
  • Grow Home (PS4)
  • PS4 Port for the open world game in 3 months
  • Drove Optimizations to achieve almost constant 30 FPS from 5 FPS initially
  • Developed a technique particularly to handle nearby AI behaviours and their interactions with each other
  • Scene loading optimizations for faster transitions
  • Added support for vibrations for DualShock-4
  • Added game side support for Save System with Playstation compliance support
  • Contributed to implement Trophies and Achievements for PS4 for gameplay-specific scenarios
  • Grow Up! (PC, PS4, Xbox One)
  • Contributed to co-development to release the game on PC
  • Port on PS4 and Xbox One
  • Gameplay Optimizations for AI behaviours, Audio, UI
  • Enhanced support for vibrations for Dualshock 4
  • Contributed to implement Trophies and Achievements for PS4 and Xbox One for gameplay-specific scenarios
Scoring AlgorithmPipeline OverhaulGameplay OptimizationsGame DevelopmentSoftware Development

Intern Programmer

Aug 2014Mar 2015 · 7 mos · Pune Area, India

  • Just Dance 2016 (PS4, XBox One, Wii, PS3, XBox 360, Wii)
  • Connected Profiling Tool support for Previous Gen Consoles (PS3, Xbox 360, Wii) that uses sockets and shares tag specific profiling
  • Connected Game State Analysis tool support for Previous Gen Consoles (PS3, Xbox 360, Wii) that uses sockets to connect to the engine and shows a Visual State-Graph
  • Maintenance and incremental changes for UbiArt Framework
Profiling Tool SupportGame State Analysis ToolGame Development

Education

Nirma University

B.Tech. — Computer Science and Engineering

Jan 2010Jan 2014

Shri Vividhlaxi Vidyamandir

Jan 2008Jan 2010

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