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nitin parmarNP
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nitin parmar

@nitinparmar

Senior Unreal Engine developer at Ride The Lion who shipped a GAS combat system and scaled dinosaur gameplay to 100 actors at 60 FPS.

India
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At Ride The Lion, I developed a Gameplay Ability System combat system for Tamer: King of Dinosaurs, shipping eight abilities with damage and bleeding effects. I also migrated the Advanced Locomotion System from Blueprint to C++, scaling concurrent actors from 10 to 100 at 60 FPS.

At Shattered Veil LTD, I developed Kagura Survivors in Unreal Engine 5, including a runtime pipeline for injecting DLC sprites and Steam achievements. I also built gamepad-supported UMG interfaces for its menus and overlays.

Across projects including Fangs, Miner’s Mettle, and Virtually Impossible, I worked on multiplayer gameplay, combat systems, and VR and mixed-reality games. I’ve also mentored gameplay programmers and modified Unreal’s Gameplay Ability System source to fit project requirements.

Experience

Work history, roles, and key accomplishments

RL

Senior Unreal Developer

Ride The Lion

Jun 2025 - Apr 2026 (10 months)

Designed and implemented a GAS-based combat system for Tamer: King of Dinosaurs, shipping 8 abilities with damage and bleeding effects. Migrated ALS from Blueprint to C++, scaling concurrent actors from 10 to 100 at 60 FPS, and built custom Sequencer tooling for subtitle and audio events.

SL

Unreal Programmer

Shattered Veil LTD

Jan 2024 - Dec 2024 (11 months)

Developed a 2D survivor-like game in Unreal Engine 5 using Paper2D, building a Game Feature plugin pipeline for DLC sprites and Steam achievements. Optimized UMG UI with full gamepad support and collaborated on gameplay tuning.

BG

Game Programmer

Backstage Games

Feb 2023 - Nov 2023 (9 months)

Contributed to a GDC 2023 demo, implementing skill builds and multi-item pickup features, and resolved critical bugs in ability cooldowns. Led the engine transition from UE5.0 beta to 5.3, reducing load times by 20%.

HG

Gameplay Engineer

Hidden Leaf Games

Dec 2021 - Jan 2023 (1 year 1 month)

Designed networked gameplay systems for a MOBA, including death, respawn, and map objectives, and improved first-time user experience. Mentored 2 gameplay programmers and conducted technical interviews.

AS

Software Engineer

AI Solve

Feb 2021 - Feb 2022 (1 year)

Built VR healthcare training scenarios and content-customization tools for SingHealth i3 Labs, shipping on Oculus Quest 2, iPhone, and HoloLens 2. Also worked as Game Programmer on Sony's YouTube VR game show.

GE

HTML5 Game Programmer

Genieee

Nov 2020 - Jul 2021 (8 months)

Delivered six hyper-casual HTML5 games on schedule, spanning cricket, digit-slot, Ludo, Bubble Shooter, Quiz, and Snake & Ladder titles, using Phaser 3, TypeScript, JavaScript, NodeJS, Parcel, and Webpack.

SS

Game Programmer

Singular Scheme

Nov 2017 - Feb 2021 (3 years 3 months)

Implemented an advanced multiplayer combat system for an RTS and designed core mechanics including fog of war, facilities, and resource systems. Modified the GAS plugin in engine source and integrated FMOD audio and VFX.

MS

Game Programmer

Migoi Studios

Aug 2016 - Sep 2017 (1 year 1 month)

Shipped four hyper-casual mobile games in Unity3D and revitalized legacy gameplay code. Integrated AdMob, Facebook, and Flurry SDKs and optimized releases for Google Play and the App Store.

Education

Degrees, certifications, and relevant coursework

IC

ICAT

Post-Graduation Diploma, Game Development

2015 - 2016

Post-Graduation Diploma in Game Development from ICAT, Bengaluru, India, completed in 2016.

University of Mumbai logoUM

University of Mumbai

Bachelor of Science, Computer Science

2012 - 2015

Bachelor of Computer Science from the University of Mumbai, Mumbai, India, completed in 2015.

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