I am a gameplay programmer, combat designer, and systems architect with a strong foundation in C++ and experience navigating complex codebases. For my recent project, Ember’s Oath, I owned the entire pipeline from initial C++ architecture to the final frame-accurate combat mechanics and custom Niagara VFX. I design my systems with strict focus on scalability and performance; I implemented Unreal’s Gameplay Ability System (GAS) to handle character states at a consistent 60+ FPS and engineered a decoupled, MVC-inspired UI architecture to eliminate hard dependencies. Additionally, my experience optimizing and shipping a mobile title (LudoX) to 10K+ users sharpened my ability to debug efficiently and respect strict memory constraints. I am highly comfortable profiling code, adapting to established workflows, and collaborating within a team-first environment. I thrive on constructive feedback, continuous learning, and pulling in the same direction as leadership to build seamless, high-performance player experiences.

Hritish Duvvur

I am a gameplay programmer, combat designer, and systems architect with a strong foundation in C++ and experience navigating complex codebases. For my recent project, Ember’s Oath, I owned the entire pipeline from initial C++ architecture to the final frame-accurate combat mechanics and custom Niagara VFX. I design my systems with strict focus on scalability and performance; I implemented Unreal’s Gameplay Ability System (GAS) to handle character states at a consistent 60+ FPS and engineered a decoupled, MVC-inspired UI architecture to eliminate hard dependencies. Additionally, my experience optimizing and shipping a mobile title (LudoX) to 10K+ users sharpened my ability to debug efficiently and respect strict memory constraints. I am highly comfortable profiling code, adapting to established workflows, and collaborating within a team-first environment. I thrive on constructive feedback, continuous learning, and pulling in the same direction as leadership to build seamless, high-performance player experiences.

Available to hire

I am a gameplay programmer, combat designer, and systems architect with a strong foundation in C++ and experience navigating complex codebases. For my recent project, Ember’s Oath, I owned the entire pipeline from initial C++ architecture to the final frame-accurate combat mechanics and custom Niagara VFX. I design my systems with strict focus on scalability and performance; I implemented Unreal’s Gameplay Ability System (GAS) to handle character states at a consistent 60+ FPS and engineered a decoupled, MVC-inspired UI architecture to eliminate hard dependencies. Additionally, my experience optimizing and shipping a mobile title (LudoX) to 10K+ users sharpened my ability to debug efficiently and respect strict memory constraints. I am highly comfortable profiling code, adapting to established workflows, and collaborating within a team-first environment. I thrive on constructive feedback, continuous learning, and pulling in the same direction as leadership to build seamless, high-performance player experiences.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Beginner

Language

English
Fluent

Work Experience

Teaching Assistant at Rochester Institute of Technology (RIT)
August 26, 2024 - December 16, 2024
Assisted students with advanced programming topics including GUI development, threading, and file I/O; guided transition from JavaScript to C#; taught Git/GitHub usage; addressed queries, graded assignments and supported group projects with constructive feedback.
Game Developer Intern at ChennaiGames
July 1, 2023 - December 1, 2023
Developed a functional Ludo game with Pass and Play and AI Bot modes; performed debugging and optimization to improve performance; published on Google Play Store Ludox.
Summer Intern at IIT Kharagpur
May 31, 2023 - June 30, 2023
Worked on serverless computing with AWS tools (Lambda, S3, SNS, CloudWatch); explored cloud-based solutions and scalable architectures to solve real-world problems.

Education

Master of Science in Game Design and Development at Rochester Institute of Technology
August 26, 2024 - August 1, 2026
Integrated Master’s in Computer Science (Specialization in Business Analytics) at Vellore Institute of Technology
July 1, 2019 - July 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Education, Media & Entertainment