I'm an XR and Digital Twin software engineer with an MS in Computer Science and about three years of professional experience building enterprise-grade immersive simulations, Digital Twin platforms, and XR applications for manufacturing environments. I specialize in bridging high-fidelity visualization with mobile compute constraints across VR, AR, MR, and simulation platforms, with deep expertise in Unreal Engine 5 (Nanite, Lumen, PCG), Unity, C++, C#, OpenXR, and AWS IoT Core. I’ve optimized 50M+ polygon CAD datasets to run at 90 FPS on Meta Quest hardware, integrated live IoT telemetry into Digital Twin environments, and automated content pipelines that cut development cycles by over 80%. I excel at delivering scalable, performance-conscious XR solutions for manufacturing and industrial contexts while collaborating effectively with cross-functional teams.

Sai Prathap Reddy Linga

I'm an XR and Digital Twin software engineer with an MS in Computer Science and about three years of professional experience building enterprise-grade immersive simulations, Digital Twin platforms, and XR applications for manufacturing environments. I specialize in bridging high-fidelity visualization with mobile compute constraints across VR, AR, MR, and simulation platforms, with deep expertise in Unreal Engine 5 (Nanite, Lumen, PCG), Unity, C++, C#, OpenXR, and AWS IoT Core. I’ve optimized 50M+ polygon CAD datasets to run at 90 FPS on Meta Quest hardware, integrated live IoT telemetry into Digital Twin environments, and automated content pipelines that cut development cycles by over 80%. I excel at delivering scalable, performance-conscious XR solutions for manufacturing and industrial contexts while collaborating effectively with cross-functional teams.

Available to hire

I’m an XR and Digital Twin software engineer with an MS in Computer Science and about three years of professional experience building enterprise-grade immersive simulations, Digital Twin platforms, and XR applications for manufacturing environments. I specialize in bridging high-fidelity visualization with mobile compute constraints across VR, AR, MR, and simulation platforms, with deep expertise in Unreal Engine 5 (Nanite, Lumen, PCG), Unity, C++, C#, OpenXR, and AWS IoT Core.

I’ve optimized 50M+ polygon CAD datasets to run at 90 FPS on Meta Quest hardware, integrated live IoT telemetry into Digital Twin environments, and automated content pipelines that cut development cycles by over 80%. I excel at delivering scalable, performance-conscious XR solutions for manufacturing and industrial contexts while collaborating effectively with cross-functional teams.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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Work Experience

Game Developer at DXC Technology
September 1, 2024 - Present
Engineered a high-fidelity Digital Twin for a global manufacturing client using Unreal Engine 5.4, leveraging Nanite and Lumen to handle 50M+ polygon CAD datasets; achieved a consistent 90 FPS on Meta Quest 3, reducing physical prototype review cycles by 35%. Developed a cross-platform multiplayer networking layer using C++ and OpenXR, enabling up to 20 concurrent global users to perform real-time design inspections and improved remote collaboration by 40%. Implemented a DataSmith pipeline to ingest live IoT telemetry via AWS IoT Core, enabling 1:1 behavioral parity between physical machinery and the virtual twin for predictive maintenance simulations. Built procedural environment tools with PCG and Python to automate factory-layout generation, cutting level design lead times from 3 weeks to 4 days. Optimized memory management and draw calls using Unreal Insights and RenderDoc, reducing GPU overhead by 25% and enabling deployment on standalone mobile VR hardware.
Unity Developer at Infinite Infolab
November 1, 2021 - September 1, 2022
Architected a cross-platform modular interaction system using Unity 2021.3 LTS and the XR Interaction Toolkit, reducing codebase duplication by 40%. Optimized high-poly CAD assets through LOD Grouping and Occlusion Culling, maintaining a consistent 90 FPS on Meta Quest 2 hardware. Engineered a real-time telemetry dashboard using C# and RESTful APIs to fetch live sensor data, visualizing over 50+ concurrent machine parameters via a high-performance 3D UI. Implemented a robust Finite State Machine (FSM) to manage complex maintenance workflows, decreasing trainee error rates by 25% during pilot testing. Developed custom shaders using Shader Graph and the Universal Render Pipeline (URP) to simulate realistic material properties for industrial environments. Leveraged Baking Probes and Lightmaps to achieve high-fidelity visuals while staying within mobile chipset constraints. Built an extensible in-editor Automated Asset Validator using C#, which identified non-compliant textures and meshes
Game Developer at DXC Technology
September 1, 2014 - Present
Engineered a high-fidelity Digital Twin for a global manufacturing client using Unreal Engine 5.4, leveraging Nanite and Lumen to handle 50M+ polygon CAD datasets; achieved a consistent 90 FPS on Meta Quest 3, reducing physical prototype review cycles by 35%. Built cross-platform multiplayer networking using C++ and OpenXR enabling up to 20 concurrent global users for real-time design inspections; designed a DataSmith pipeline to ingest live IoT telemetry via AWS IoT Core for 1:1 digital twin behavior; created procedural tools to automate factory layout generation; optimized memory and draw calls to reduce GPU overhead by 25% for mobile VR deployment.
Game Developer at XC Technology
September 1, 2024 - Present
Engineered a high-fidelity Digital Twin platform using Unreal Engine 5.4, Nanite, and Lumen to visualize 50M+ polygon CAD datasets while maintaining 90 FPS on Meta Quest 3 hardware, reducing prototype review cycles by 35%. Developed a cross-platform multiplayer collaboration framework in C++ and OpenXR supporting 20 concurrent users for real-time Digital Twin reviews, improving engineering collaboration efficiency by 40%. Architected a real-time Digital Twin telemetry pipeline using DataSmith and AWS IoT Core to integrate live industrial sensor data into UE5 environments, enabling predictive maintenance simulations and 1:1 machine behavior modeling. Built procedural environment generation tools using UE5 PCG Framework and Python APIs, reducing factory-layout development time from 3 weeks to 4 days. Optimized rendering, memory utilization, and draw calls using Unreal Insights and RenderDoc, lowering GPU overhead by 25% and enabling deployment on standalone VR hardware. Collaborated with

Education

Master of Science in Computer Science at Governors State University
January 11, 2030 - January 1, 2024
Advanced Diploma in Game Development at Backstage Pass Institute
January 11, 2030 - January 1, 2022
Master of Science in Computer Science at Governors State University
January 11, 2030 - January 1, 2024
Advanced Diploma in Game Development at Backstage Pass Institute
January 11, 2030 - January 1, 2022
Master of Science in Computer Science at Governors State University
January 11, 2030 - January 1, 2024
Advanced Diploma in Game Development at Backstage Pass Institute
January 11, 2030 - January 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Manufacturing, Media & Entertainment, Professional Services, Education