Available to hire
I’m a game developer and co-founder with over 15 years of leadership and development experience in the gaming industry. I’ve led engineering teams at Digital Continue, delivering multiple PC and console titles from concept to launch, and I thrive on turning ambitious ideas into ship-ready experiences.
I specialize in high-performance gameplay, asynchronous co-op design, and backend infrastructure, leveraging Unity, Unreal, AWS, PlayFab, and Photon to craft engaging player experiences and scalable live operations.
Experience Level
Language
English
Fluent
Hindi
Fluent
Work Experience
Online Engineer at Disney Onlnline Studios
May 2, 2011 - April 27, 2012Lead Engineer at DIGITAL CONTINUE
August 1, 2016 - October 28, 2025Directed engineering operations and technical decision-making for the studio, scaling the team to eight engineers. Hired, mentored, and managed all technical staff while driving architecture across five shipped titles. Ported legacy C++ components to Unity for Locks' Quest. Architected an asynchronous co-op game Next Up Hero using Unity, PlayFab, Photon, and AWS. Implemented core gameplay mechanics and backend infrastructure to support co-op features. Led the team in creating SuperMash using the Entitas ECS framework for Unity.
Gameplay Engineer at 5TH CELL MEDIA
April 1, 2016 - April 1, 2016Contributed to development of an unreleased Scribblenauts title using a proprietary engine. Engineered core gameplay mechanics to ensure smooth player interaction and responsiveness. Designed and implemented in-game UI prioritizing usability and visual clarity. Collaborated with designers and artists to translate concepts into interactive features. Adapted to internal toolset, enhancing stability and expanding features.
Lead Online Programmer at GAMELOFT
September 1, 2015 - September 1, 2015Led design and implementation of online systems for Gameloft's NYC titles. Oversaw multiplayer and leaderboards across all titles. Served as primary liaison between North and South American studios and Central Online Technology Group. Architected scalable, secure networking solutions tailored to each title's gameplay. Delivered real-time event systems and leaderboard integration for Spider-Man Unlimited. Implemented social and cloud sync features in Ice Age Village to boost retention. Developed backend services and matchmaking for Zombieville and Cars to support live operations.
Online Engineer at GAMELOFT
April 1, 2012 - April 1, 2012Contributed to the backend infrastructure and multiplayer systems for Gameloft's online titles, ensuring reliable and scalable online experiences across mobile platforms. Server-side development: backend services for matchmaking, leaderboards, and progression tracking. Multiplayer networking: real-time and asynchronous multiplayer with low latency. Cross-platform integration: data synchronization across iOS, Android, and supported platforms. Collaboration & support: worked with gameplay and UI teams to integrate online features into core game loops and supported live operations.
Software Engineer at DISNEY ONLINE STUDIOS (Disney Learning)
May 1, 2011 - May 1, 2011Engineered backend networking components for real-time and asynchronous gameplay in educational Club Penguin titles. Managed build automation and deployment pipelines, ensuring stable delivery of game updates across platforms. Collaborated with designers, artists, and QA teams to integrate technical solutions with educational objectives. Contributed to development of new educational games, enhancing networking infrastructure for scalable online experiences.
Education
Master of Science in Computer Science at USC (University of Southern California)
January 1, 2010 - October 28, 2025Bachelor of Technology in Information Science at Alpha College of Engineering
January 1, 2007 - October 28, 2025Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment
Experience Level
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