• Het Shah

    Software Engineer

     

    Formerly coding at:

    Refactor Games

  • Hi there!

    I’m a hardworking, team-oriented programmer who strives to write clean, cache friendly code. I’m passionate about Software Engineering and Game Development. I’m always eager and enthustiatic to learn and leverage my skills to facilitate code workflow. Currently I'm researching about privacy and security concerns in Metaverse (AR, VR, XR).

    I work great individually but I work even better alongside a team.

    I love being able to design and develop interactive dynamic experiences that can be enjoyed by a wide-range of different audiences, since past 5 years I've worked on several shipped titles and major projects:

    • Football Simulator 
      (XB1 | PC)
    • Virtu Expo
      (WebGL | Android | IOS)
    • My School by BubbleBud Kids 
      (Android | IOS)
    • Poker Live 
      (Android | IOS)
    • Mini Shooters
      (Android | IOS)
    • Modern Force
      (Android | IOS)
    • NLP - Disaster Tweet Classification 
      (ML | Colab)

    I'm an adept programmer and love learning new things in tech.

    I love coding and I'm always enthustiatic about solving challenging problems by working with others to help deliver quality output. Over the years though I've honed my experience with the following:

    • Languages:
      C++, C#, Java, Python, Javascript. 
    • Version Control Software: 
      Perforce, Git, Plastic-SCM.
    • Project Management Tools:
      JIRA, Trello, Shortcut.
    • IDE
      Visual Studio Community, VS code
    • Engines
      Unity 3D and Unreal Engine. 

    I'm a graduate student pursuing Computer Science at CSUN.

    Throughout my academic tenure I have gained decent knowledge in C++, C#, JAVA, HTML5, CSS, Javascript, Data Structures and Algorithms, Software Development Life Cycle, Mobile Application Development and Database Systems.

    • California State University, Northridge 
      Master's in Computer Science  ( Fall'21 - Spring'23 ):
      Courses: Machine Learning, Adv. Topics in Software Engineering, Advanced Web Engineering, Computer System Architecture, Database Design, Network Architecture, Adv. Data Structure and Algorithms 

    • Ganpat University, India  
      Bachelor's in Computer Science  ( Fall'14 - Spring'18 ):
      Courses: Artificial Intelligence, Data Structures, Adv. Java, Software Engineering, Computer System Organization, Computer Networks, Information System Security, Theory of Computation, Discreet Math 
  • Professional Projects

  • Football Simulator

    Gameplay Engineer | Core

    Refactor Games

    ( XB1 | PC)

  • Gameplay Engineer

    Football Simulator Team Member
    > Football Simulator is a unique physics based football game where you can struggle through and break tackles for first downs, juggle tipped passes and make diving interceptions.
    > You can also be the cinematographer and create your own videos using the replay system. In the RPG Season Mode you play as the coach of your team. Explore a huge sports complex. Collect new playbooks. Build your dream team with editable rosters and Fantasy Draft.
    > Play RPG Season Mode with up to 3 friends local co-op (online coming soon). Play local multiplayer or online through Steam Input / Steam Home Streaming (TBD). Online multiplayer is in development.
    > In-depth modding system for rosters, jerseys, teams, players and more.
    > Destructible asset pipeline and rigid body optimization
    > Improved client only clutter to assist with destructible atmosphere
     
    Physics Engineering
    > Forces (radial force, passing and punting forces)
    > Worked with Active Ragdolls
    > Further worked on Kicking power physics support for hierarchical "composite" model
     
    Core Gameplay Systems
    > Was part of a core engineering effort to implement Multiplayer co-op, Team Select and Dynamic D-pad player-position modifier, a marquee feature for the title.
    >Engineered tweaking in the replay system through serialization of transform coordinates per frame and saving the data which can be utilized for recording.
    > Optimized Current player switching indicator algorithm from Round Robin to Nearest Neighbour cardinal direction system which led to an improved gaming experience.
     
    Misc
    > RPG mode camera switching from FPP to TPP, FOV customization and Cam-Effects tooling and implementation
    >Bits and pieces of In-game, Home Screen UI/UX development
    >Patch Notes assistance

  • Mini Shooters: Battleground Shooting Game

    Software Engineer

    iDivine Creation Technologies

    (Android | IOS)

  • Software Engineer

    Mini Shooter Team Member
    >A lowpoly FPS Multiplayer Battle Royale Game, which has a propensity to engage user for hours to enjoy the experience of multiplayer gaming.
    > Game Features:
    ★ 5+ maps to try different tactics!
    ★ 40+ Weapons: pistols, snipers, assault rifles, shotguns, grenades!
    ★ 5+ combat game modes(Team Death Match, Free For All, Flag Mode, Gun Mode, Knock Out Mode & Bomb Mode) to play with your friends and worldwide players!
    ★ 250+ Weapon Skins with Unique Styles
    ★ Online, LAN and Zombie Survival Mode
     
    Core Engineering
    >Started project from scratch, worked on core Game play logic, UI/UX implementation, FPS Character Controller using Photon (PUN), Unique Weapon-System (includes upgrade and skins), Apparel Selection, 3rd Person Character Animations (with Ragdolls) and Textures.
    > Implemented Client-Server communication and native plugin integration.
    >Programmed, executed, and maintained scalable application code.
    >Performed Functionality, Compatibility and Regression testing with quick turnarounds, resulting in more time for improvement and bug fixing.
    >Engaging with updated builds and patches to identify and report on performance, graphics settings, text edits, user experience and replay-ability.
    > Developed a particular radial rotation based focused zoom In/out for long range sniper scopes

     

  • Modern Force Multiplayer Online

    Software Engineer

    iDivine Creation Technologies

    (Android | iOS)

  • Software Engineer

    Modern Force Multiplayer Online
    > Modern Force is an action-packed First Person Multiplayer squad and PvP game with the combination of Thrilling Survival Zombie Mode.
    > Dynamic Battle Maps, 6 combat modes, amazing shooter game graphics, numerous Arsenals and easy-to-learn controls – all this awaits you in this Multiplayer FPS game.
    > This online multiplayer shooter game resembles everyone's favorite Call of Duty (COD), CSGO, PUBG, Modern Warfare, black ops, and other swat games!
     
    Core Engineering
    >Developed this competitive FPS game for Android iOS with 6 different game modes for LAN and Online Multiplayer, which has 100k+ downloads.
    >Developed core game-play logic, UI/UX,Character Controller, TPS Character Animations, Weapons system, Apparel Inventory System, player profile stats, achievements, daily bonuses and challenges. Made use of Photon Unity Networking plugin to add Multiplayer functionality.
    > Worked closely with supervisor and one other team member to ensure timely milestonebased deliveries
    > GPU vertex cache optimization for current generation platforms
     
    Plugins and Other Responsibilities
    > Plugin integration: Login, Share, Invitations, Friends (Facebook SDK), In app purchase, google mobile ads, Photon Unity Networking (PUN).
    > Held responsible for in-game timely update creation and deployment on PlayStore and AppStore.
    > Eventually became the sole build engineer in charge of 1st Party Title Updates.
     

  • My School by BubbleBud Kids

    Software Engineer

    Dweek Studio

    (Android | iOS)

  • Software Engineer

    Product Description:
    > A well researched digital curriculum for the kindergarten mapped with international preschoolcurriculum which also has over a 100 of Learning Games, Puzzles, InteractiveStories.
    >BubbleBud Kids is the Early Childhood Education initiative by Dweek Studios to provide the children today an alternate approach to education.
    >BubbbleBud Kids creates educational content through its philosophy of “Create | Play | Learn | Explore” giving children in kindergarten a parallel learning ecosystem while making the most of the technology available today
     
    Core Engineering
    >Implemented features such as marking attendance, generating and displaying reports for children and tutors.
    >Took complete responsibility of integrating all the previous data, features and records of 5 different pre-schools in the newer version altogether maintaining a scalable code
    > Managed all the in-App educative game's data through asynchronous loading using Addressable(previously Asset Bundle)
    > Monitored, reviewed, and converted project requirements into application systems specifications.
    >Modified existing legacy code to resolve critical bugs, upgrade interface, improve performance and enhance further,responsible for programming of assigned module for several projects in specific timeline
     

  • Personal Projects

  • These are some of the personal projects/prototypes I've worked for experimentation!

    PC / Android endless Shoot'em Up.

    Robo Sci-fi is a A survival Robo Sci-Fi Game significantly developed with a full-fledged user experience and eye-pleasing graphics. Focused on developing smart enemy AI, achieved this goal using Nav-mesh, waypoints, and A* path finding. Survive by eliminating Enemy AI with a set of various kinds of weapons in a Neon based environment developed particularly for the PC / Android(in progress) platforms. Survive by destroying Enemy AI with a set of various kinds of weapons

    2D Tank battle game, a Survival Game significantly developed with a full-fledged user experience with a variety of Artillery and Base propellers to choose between inorder to defeat Enemy Tanks set in a Neon Style 2D environment (video link in Title Desc.)

    Fun physics based time killer

    For a weekend project, I created a finger-gesture based swipe and strike prototype. (Needs some good Level-Designing)

    Beat Saber VR based prototype with Mouse Controls

    Similar to Playstation's exculsive Beat Saber VR game, I tried to develop a prototype of sword swinging(which uses VR Controllers) controls with input bindings of holding LeftClick and Mouse Hovering around the surface.

    Fun with Raycast.(Experimentation))

    Created this prototype solely to implement Raycast based detection for Obstacle Avoidance. Added a hover board controllable entity for dodging the obstacles manually(WASD) while in motion.

    Castle Attack is a 2D physics based Casual Game in which Player has been equipped with a Catapult which can throw Rocks and Arrows on Castle in a predicted Trajectory of a projectile motion to destroy the castle and complete the level. It comprises of 3 different ages (Medieval, Modern, Future) and as per the era we progress in the game there are new unlockable characters and new customizable weapons.

    This is an interaction based 3D navigable portfolio, where you can scour through the environment and check out my activities related to Academic and Professional work experience. For navigation I have added 2 modes as of now: Jetpack and Car, I have been incessantly updating and adding new features to this profile playground. Suggestions and feedbacks are always warm heartedly welcomed @ My contact

    Recursion Tree Method is a pictorial representation of an iteration method which is in the form of a tree where at each level nodes are expanded. Generating tree branches using recursion and backtracking by specifying the values of iterations and number of splits by considering the second term in recurrence as root. It is useful for visualization when the divide & Conquer algorithm is used.

  • Academic Projects

  • Demonstrating α-β algorithm to showcase advantages of Parallel Processing

    As an end-semester project I worked on Chess-AI Project developed by Sabastian Lague .

    • When creating a computer chess engine, a program that conducts the calculations required to decide the optimal move, there are numerous things to consider.
       
    • Alpha-beta pruning is a search evaluation strategy that improves the minimax search of data tree structures by pruning the trees.
       
    • Alpha-Beta pruning algorithm has been extremely successful in improving the ability of chess playing engines through its optimality.

     

    A Machine Learning algorithm that can train the model to distinguish between the Disaster & Non-Disaster Tweets.

    • Operated on dataset provided by Kaggle which consists of Tweets, Keywords, Location and Target value.
       
    • Devised GloVe-Vectorization to contextualize words for classifying tweets with an accuracy of 86%

  • Contact Me

  • Los Angeles, United States

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