Hello World!
Introducing Nitin Parmar – Your Game Development ExpertWith over eight years in the gaming industry, I bring seasoned expertise in game programming, project management, code reviews, and mentorship. My technical strengths are centered in Unreal Engine, particularly in the Gameplay Ability System and Networking Framework, with extensive experience in Unity3D and Phaser3 to bring any project vision to life. Known for my analytical skills and calm approach under pressure, I thrive in fast-paced, deadline-driven environments. I am confident in my ability to deliver top-quality work that leaves a lasting impact on every project.
Behold, my latest masterpieces!
Projects for pay, pleasure, and everything in between
Work Experience
Freelance Unreal Developer at Backstage Games
As part of my work with Backstage Games, I contributed to the development of a demo for GDC 2023 by implementing new features and fixing critical bugs in existing features. My role involved utilizing my technical skills and problem-solving abilities to ensure the success of the project.
Gameplay Engineer at Hidden Leaf Games
As a Gameplay Engineer at Hidden Leaf Games from December 2021 to January 2023, I developed various gameplay features for "Fangs", a MOBA game available on Steam and Epic platforms. I focused on improving the player's first-time user experience by creating features related to death, respawn, and map objectives. In addition, I conducted code reviews of fellow gameplay engineers to maintain high-quality and efficient code. Using my technical skills and creative problem-solving abilities, I made a significant contribution to the success of "Fangs" and the company as a whole. My skills include expertise in Unreal Engine 4, C++, and experience using Jira for project management.
Game Programmer at Singular Scheme LLP
As a Game Programmer at Singular Scheme LLP from November 2017 to February 2021, I worked on the development of "Miner's Mettle", a real-time strategy game available on Steam. I developed an efficient multiplayer combat system that significantly improved the gameplay experience. Additionally, I created various abilities using Unreal Engine's new Ability System and developed efficient systems for fog of war, mining, facilities, and hawk-eye view, increasing performance by 20%. I also tweaked Unreal Engine source code to meet project requirements and integrated various VFX and audio from FMOD Studio to enhance the visual and audio experience. As a mentor, I helped interns in game development grow their skills and knowledge. My skills include expertise in Unreal Engine 4 and a deep understanding of game programming principles.
Game Programmer at Migoi Studios
As a Game Programmer at Migoi Studios Pvt Ltd from August 2016 to September 2017, I worked on four games using Unity3D: "Catch Fish," "Transmission: Into the Wild," "Iguana Rush," and "Jolly Jumpers." I developed clean, efficient, and reusable gameplay elements for internal games and clients, upgraded old systems to meet current needs, and integrated third-party social, ads, and analytics networks such as Ad Mob, Facebook, and Flurry. Additionally, I tested and optimized games for release on the Google Play Store and Apple App Store. My skills include proficiency in Unity3D, game programming principles, and knowledge of mobile game development.
Software Engineer at AISolve
As a Software Engineer at AISolve from February 2021 to February 2022, I worked on two exciting projects. Firstly, as a game programmer for a virtual reality training platform called "Heart Visualization" commissioned by Singhealth i3 Labs. I developed various gameplay features and interactive scenarios that supported the training objectives of the platform. I also collaborated with a cross-functional team to ensure the platform's effectiveness and engagement, which received positive feedback from users. Secondly, I worked on a mixed reality gameshow called "Virtually Impossible" commissioned by Sony. I utilized my expertise in Unreal Engine 4 to develop gameplay mechanics and systems that supported the show's unique format and objectives. Working closely with the production team, I contributed to the creation of an innovative and engaging VR experience that received positive feedback from viewers and industry experts. My skills include expertise in Unity3D, Unreal Engine 4, and experience in developing mixed reality experiences for VR, AR, and MR platforms.
Freelance HTML5 Games Developer at Genieee
As a freelance game developer for Genieee, a prominent game development studio, I completed work on six hyper-casual games, including two cricket games, two digit slot games, Ludo, Bubble Shooter, Quiz, and Snake & Ladder. My work involved using a range of technologies, such as Phaser 3, TypeScript, JavaScript, NodeJS, Parcel, and Webpack, to create high-quality games that can run on various platforms. My role required me to use my technical expertise and creativity to deliver successful game projects for the studio.
Personal Project
Ah, the personal project. The perfect opportunity to procrastinate on all your other responsibilities while convincing yourself that you're actually being productive.
Ability System and Inventory System Using Unreal Engine
I created this demo during a job interview in 2020. It showcases my ability to develop an ability using Unreal's Ability System and inventory system in games. The player can collect abilities by moving over them and then activating them using specific keys. Flying abilities are activated by pressing 1 or 4, while ground abilities are activated by pressing 2 or 3. The player can also activate or deactivate abilities using the spacebar. However, only one ability of each type can be activated at a time.
Multithreading Using Unreal Engine
This Demo demonstrates how to achieve multithreading in Unreal Engine. It uses FRunnableThread to manage the thread. The number variable on the character is incremented on different threads. Also demonstrates the sleeping of thread and section lock.
Faux Gravity Example Using Unity3D
The Planet (Faux) Gravity Demo Project is a simple demonstration of how to create a planet-like gravity effect in Unity. The project involves creating a small planet with a gravitational pull that affects objects around it, such as a player character or other physics-based objects. The gravity effect is achieved using custom scripts and physics settings within Unity, and can be modified and adjusted to suit different project requirements. The purpose of the project is to provide a starting point for developers who want to create games or simulations that involve realistic gravitational effects, without having to start from scratch.
This is a simple quiz application that utilizes Phaser 3 and Webpack for its development. The quiz is designed to have multiple choice questions, with only one correct answer for each question. The questions are loaded from a JSON file that can be easily modified to fetch from a server.
Side Scroller is a simple game developed using Phaser3 and Webpack. The objective of the game is to navigate through the obstacles and reach the end of the level by controlling the character using the up and down arrow keys. The game was created as a learning project to demonstrate the development of a simple game using Phaser3 and Webpack.
At present, the Chess game developed using Phaser 3, TypeScript, and Webpack only supports the single-player mode. The development of the multiplayer mode is currently in progress and is not yet available. The game is designed to be played in a web browser and follows the standard rules of Chess.