Unity engineer with 12+ years building reliable, high-performance real-time systems for large-scale player-facing experiences. Deep background in VR/XR applications, gameplay systems, video playback, and multiplayer networking — with hands-on backend fluency (Rust, gRPC, Temporal) that enables faster iteration and clear end-to-end ownership. Currently active in indie game development and open-source Unity tooling.

Pushpinder Singh

Unity engineer with 12+ years building reliable, high-performance real-time systems for large-scale player-facing experiences. Deep background in VR/XR applications, gameplay systems, video playback, and multiplayer networking — with hands-on backend fluency (Rust, gRPC, Temporal) that enables faster iteration and clear end-to-end ownership. Currently active in indie game development and open-source Unity tooling.

Available to hire

Unity engineer with 12+ years building reliable, high-performance real-time systems for large-scale player-facing experiences. Deep background in VR/XR applications, gameplay systems, video playback, and multiplayer networking — with hands-on backend fluency (Rust, gRPC, Temporal) that enables faster iteration and clear end-to-end ownership. Currently active in indie game development and open-source Unity tooling.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

Work Experience

Engineering Lead at COSM Inc
October 1, 2021 - September 1, 2025
Designed Rust-based media pipelines (ingestion, fish-eye transforms, HLS generation) using ffmpeg and MediaConvert; built Rust microservices for ingestion, indexing, transformation, and delivery of live event data. Architected Temporal workflows for sports data; developed real-time OCR delivering metadata for VR apps; integrated Auth0 across distributed microservices; delivered media-critical features for live venues and sports events under latency constraints.
Engineering Lead / Manager at Live LikeVR
May 1, 2017 - October 1, 2021
Built and maintained large Unity codebase for VR apps across Android, iOS, and Oculus Store; implemented multi-angle live video playback, metadata sync, session synchronization, and presence systems for concurrent live audiences. Led live-ops with rapid iteration cycles and platform-specific debugging.
Team Lead at GirnarSoft
September 1, 2016 - April 1, 2017
Coordinated cross-functional teams to deliver applications for a 360-degree video experience, mobile and desktop VR architectural visualization using Unity 3D. Facilitated collaboration, enhanced engagement, and drove innovation in real estate and entertainment sectors; guided visualization tool development (e.g., VR vehicle visualizer for automotive clients) and desktop VR app for architectural space customization using Unity 3D.
Game Programmer at Thinking Monkeys
October 1, 2012 - March 1, 2016
Implemented deterministic networking and simulation logic for large RTS-style systems using Unity and RakNet; developed gameplay tools and editor extensions; built GPU-instanced rendering systems to enable efficient real-time rendering across complex scenes.

Education

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Qualifications

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Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper Untitled Multiplayer FPS - in development

    Client-server multiplayer shooter in Unity (URP) using Photon Fusion 2 with 64Hz tick rate, lag-compensated hit detection, and full rollback networking. Features a polymorphic weapon system (auto/semi-auto), per-bone hitbox damage multipliers, armor system with piercing mechanics, and client-side prediction via Load-Tick-Store pattern. Dual FP/TP model system with shared animator controller, with custom Blender pipeline for FBX animation retargeting to Unity Humanoid format — including upper/lower body separation via Avatar Masks and custom holster/unholster animations. UI and state management powered by NanoDux (Redux pattern) and R3 observables

    paper NanoDI

    https://www.twine.net/signin

    A lightweight dependency injection framework for Unity. Supports constructor, field, and property injection, prefab factories, and a simple composition root for binding services before scene load.

    paper NanoDux

    https://www.twine.net/signin

    Lightweight, Redux-inspired state container for Unity built on the R3 reactive library. Zero-allocation dispatch of value-type actions; immutable, copy-on-write state snapshots; reactive subscriptions via BehaviorSubject. Predictable, performant, maintainable game state management.

    paper Snakes Dx

    https://www.twine.net/signin

    Modern reimagining of classic Snake built around spatial mechanics — wrap-around traversal, underside grid transitions, and length-as-resource gameplay. Square and hex grid types, full controller support, Steam Deck ready. Built custom shader-driven grid generation, a complete reusable UI system, custom Unity editor tooling for level generation and painting, and integrated NanoDux for predictable state management.