Hi, I'm Thulasi Pillai, a senior game developer focused on XR engineering, cross-platform performance, and scalable VR experiences. With 7+ years of hands-on work in Unity, Unreal, and real-time systems, I architect gameplay features, integrate cloud services, and optimize performance for hardware-constrained platforms. I enjoy mentoring engineers and collaborating with design, art, and backend teams to deliver production-ready solutions. In my latest role at Wave XR, I led end-to-end VR feature delivery for a multi-layer VR concert platform, drove cloud service integration, and shaped technical direction to ensure scalable and reliable systems. I thrive on R&D prototyping, client-driven AR/VR projects, and production-scale VR apps on Quest, and I love turning ambitious concepts into polished experiences.

Thulasi Pillai

Hi, I'm Thulasi Pillai, a senior game developer focused on XR engineering, cross-platform performance, and scalable VR experiences. With 7+ years of hands-on work in Unity, Unreal, and real-time systems, I architect gameplay features, integrate cloud services, and optimize performance for hardware-constrained platforms. I enjoy mentoring engineers and collaborating with design, art, and backend teams to deliver production-ready solutions. In my latest role at Wave XR, I led end-to-end VR feature delivery for a multi-layer VR concert platform, drove cloud service integration, and shaped technical direction to ensure scalable and reliable systems. I thrive on R&D prototyping, client-driven AR/VR projects, and production-scale VR apps on Quest, and I love turning ambitious concepts into polished experiences.

Available to hire

Hi, I’m Thulasi Pillai, a senior game developer focused on XR engineering, cross-platform performance, and scalable VR experiences. With 7+ years of hands-on work in Unity, Unreal, and real-time systems, I architect gameplay features, integrate cloud services, and optimize performance for hardware-constrained platforms. I enjoy mentoring engineers and collaborating with design, art, and backend teams to deliver production-ready solutions.

In my latest role at Wave XR, I led end-to-end VR feature delivery for a multi-layer VR concert platform, drove cloud service integration, and shaped technical direction to ensure scalable and reliable systems. I thrive on R&D prototyping, client-driven AR/VR projects, and production-scale VR apps on Quest, and I love turning ambitious concepts into polished experiences.

See more

Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
See more

Language

English
Fluent

Work Experience

Senior Software Engineer at Wave XR
November 1, 2020 - January 1, 2026
Led development and delivery of core features for Wave's multi-layer VR concert platform on Quest, coordinating with design, art, and backend teams to hit milestone targets. Drove end-to-end integration of cloud services for matchmaking (e.g., PlayFab and in-house services), authentication using Google OAuth and AWS, and monetization using Meta IAP web hooks, shaping technical direction and ensuring scalable production-ready systems. Built and automated the PSO shader caching pipeline, reducing VR hitching across Quest builds and improving runtime performance and visual stability for live events. Mentored engineers on VR performance best practices, code quality, and Unreal/Unity workflows, contributing to stronger team velocity and consistency. Collaborated cross-functionally to plan release timelines, surface risks early, and adjust scope to maintain predictable delivery.
Unity 3D Developer at Shaking Earth Digital
May 1, 2017 - May 1, 2020
Worked as a multi-disciplinary developer on a small 4-person team, contributing to a wide range of AR, VR, and web-based client projects with fast turnaround requirements. Designed and implemented features across multiple VR platforms (SteamVR, Oculus, Google VR), building interaction systems, gameplay logic, and platform-specific integrations. Created 2D/3D UI and visual prototypes to support internal concepting and client-facing demos, often owning UI/UX tasks end-to-end due to the team's small size. Improved performance and maintainability of several legacy VR applications by profiling code, optimizing assets, and upgrading projects for new hardware and SDK versions.
Gameplay Programmer Intern at Hasbro Inc.
January 1, 2016 - August 1, 2016
Prototyped AR/VR gameplay concepts in Unity and Unreal to support early exploration for new product lines, marketing pitches, and internal innovation initiatives. Built quick-turn interactive demos used by design, marketing, and leadership teams to evaluate feasibility and refine concepts for potential future projects. Gained early exposure to mixed-reality development workflows, asset integration, and cross-disciplinary collaboration in a fast-moving R&D environment.

Education

Master of Arts in Game and Interactive Media Design at The University of Texas at Dallas
August 1, 2014 - December 1, 2016
Bachelor of Technology in Electronics & Instrumentation at SRM Institute of Science and Technology
August 1, 2007 - May 1, 2011

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment