Arun Gangadhar Rao

Head of Creator Foundry at SHRAPNEL
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Contact Information
us****@****om
(386) 825-5501
Location
Bothell, Washington, United States, US

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5.0

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Matthew Helbig

Arun is a very intelligent and dedicated programmer whose love of his craft shines through in Bioshock Infinite. He spent countless hours working overtime to make one of the greatest companion characters ever in gaming come to life. Arun is more than just an amazing programmer. His smile is infectious, it's rare that it isn't on his face. Everyone at Irrational loves to work with him because he is good at his job and he makes work fun. I would be delighted to work with him in the future.

Andrew Johnson

Arun is a very innovative, talented, dependable, and motivated person who works well on his own and in teams, communicates well with others, gets his work done on time, and is a nice person to go to lunch with.

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Credentials

  • Microsoft Global Hackathon 2021
    Microsoft
    Oct, 2021
    - Nov, 2024
  • Learning Amazon Web Services (AWS) for Developers
    LinkedIn
    Apr, 2020
    - Nov, 2024
  • Microservices Foundations
    LinkedIn
    Feb, 2020
    - Nov, 2024
  • Cloud Native Twelve-Factor Applications
    LinkedIn
    Jan, 2020
    - Nov, 2024

Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Head of Creator Foundry
      • May 2023 - Present

    • Technical Director
      • Dec 2021 - Jun 2023

    • United States
    • Software Development
    • 700 & Above Employee
    • Senior Software Development Engineer
      • Apr 2020 - Dec 2021

      Azure Playfab Azure Playfab

    • United States
    • IT Services and IT Consulting
    • 100 - 200 Employee
    • Senior Software Development Engineer
      • Jun 2019 - Apr 2020

    • United States
    • Software Development
    • 700 & Above Employee
    • Senior Software Development Engineer
      • Oct 2013 - Jun 2019

      Shipped Titles: * Ori and the Will of the Wisps - Dev Lead * Crackdown 3 Wrecking Zone - Individual Contributor * Sunset Overdrive (Win10 Store / Steam) - Dev Lead * ReCore (XB1 / Win10 Store / Steam) - Dev Lead * Sunset Overdrive (XB1) - AI Programmer Shipped Titles: * Ori and the Will of the Wisps - Dev Lead * Crackdown 3 Wrecking Zone - Individual Contributor * Sunset Overdrive (Win10 Store / Steam) - Dev Lead * ReCore (XB1 / Win10 Store / Steam) - Dev Lead * Sunset Overdrive (XB1) - AI Programmer

    • Netherlands
    • IT Services and IT Consulting
    • 700 & Above Employee
    • Senior Engineer
      • Jan 2013 - Oct 2013

    • Computer Games
    • 1 - 100 Employee
    • AI & Gameplay Programmer
      • Jun 2010 - Dec 2012

      Title: Bioshock Infinite * Worked with modified version of Unreal Engine 3. * Developed Elizabeth's non-combat and combat behaviors, as well as support systems. * Implemented AI behaviors and other support code for designers to create AI characters. * Implemented modifiers for AI pathfinding using Autodesk's Kynapse middleware. * Implemented Handyman initial behaviors and prototyped his dynamic jumping. * Supported Level Designers and Animators with feature requests. * Used Natural Motion's Morpheme animation system to manage animation states. Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Software Engineer
      • Mar 2007 - Jun 2010

      Shipped Titles The Conduit (Nintendo Wii) - 2009 • From ground up, integrated Nintendo's libraries into the networking technology • Managed Nintendo Online requirements • Implemented gameplay for online multiplayer game modes • Worked with designers to architect a system to support online gameplay High Voltage Hot Rod Show (Nintendo Wii - WiiWare) - 2008 • Helped support development of downloadable Nintendo Title • Created interfaces for online leaderboards FlameSim (PC) - 2007 - 2008 • Ported networking technology from other platforms to enable networked play sessions • Integrated ported technology into user interfaces • Maintained networking support for development of play sessions America's Army: True Soldiers (XBOX 360) - 2006 • Managed Microsoft Xbox LIVE requirements • Performed most of the duties required to pass networking certification requirements • Implemented networking based communication features for gameplay Unreleased Titles Unannounced Next-Gen Project (XBOX 360, PC, PS3) • Lead development of new A.I. technology for improved gameplay • Supported technical designers in development of engaging levels and A.I. • Created tools to enable designers to develop and customize A.I. characters Unannounced Wii Shooter • Implemented new technology to improve I/O systems, allowing larger game worlds • Provided support and development tools to improve development iteration times Unreleased title based on TV Series (XBOX 360, PC, Nintendo Wii) - 2007 • Development of an adventure game • Developed an dynamic, robust, user friendly camera system • Managed character behavior based on player input when traversing the game world • Created systems to quickly create interactive objects • Made improvements with the internal technology being used, alongside the Advanced Technology Group. Show less

    • United States
    • Computer Hardware Manufacturing
    • 700 & Above Employee
    • Software Intern
      • Oct 2006 - Jan 2007

      Worked in handheld dept. - Fixed bugs in GPU and Applications Processor (AP) drivers - Implemented hardware accelerated blitting - Performed fuzzy comparison of gold images to validate accuracy - Implemented test programs - Updated automated test scripts to easily add more units to run test programs in parallel Worked in handheld dept. - Fixed bugs in GPU and Applications Processor (AP) drivers - Implemented hardware accelerated blitting - Performed fuzzy comparison of gold images to validate accuracy - Implemented test programs - Updated automated test scripts to easily add more units to run test programs in parallel

    • Research Assistant
      • Jan 2003 - Aug 2006

      Bibliography: Krishnaprasad, N., Vishwanath, V., Venkataraman, S., Rao, A., Renambot, L., Leigh, J., Johnson, A., , JuxtaView – a Tool for Interactive Visualization of Large Imagery on Scalable Tiled Displays, Proceedings of IEEE Cluster 2004, San Diego, CA, 09/20/2004 Renambot, L., Rao, A., Singh, R., Jeong, B., Krishnaprasad, N., Vishwanath, V., Chandrasekhar, V., Schwarz, N., Spale, A., Zhang, C., Goldman, G., Leigh, J., Johnson, A., SAGE: the Scalable Adaptive Graphics Environment, Proceedings of WACE 2004, 09/23/2004 Rao, A., Kamp, B., Noren, A., Ito, E., Schnurrenberger, D., Morin, P., Leigh, J., Rack, F., Johnson, A., Renambot, L., CoreWall: A Visualization Environment for the Analysis of Lake and Ocean Cores, Geological Society of America Abstracts with Program, Denver, Colorado, 36, 5, 273, 12/12/2004 Rao, A., Rack, F., Kamp, B., Fils, D., Ito, E., Morin, P., Higgins, S., Leigh, J., Johnson, A., Renambot, L., CoreWall: A Scalable Interactive Tool for Visual Core Description, Data Visualization, and Stratigraphic Correlation, Eos Trans. AGU,86(52), Fall Meet. Suppl., San Francisco, CA, 12/05/2005 Krumbholz, C., Kooima, R., Rao, A., Tangible User Interface Testing on the LambdaTable: A High Resolution Tiled LCD Tabletop, EVL Technical Paper Publication, 20060721_krumbholz, 07/01/2006 Rao, A., Chen, Y., Lee, S., Leigh, J., Johnson, A., Renambot, L., Corelyzer: Scalable Geologic Core Visualization using OSX, Java and OpenGL, Apple's Worldwide Developers Conference 2006, 07/08/2006 Show less

Education

  • University of Illinois Chicago
    Masters, Computer Science
    2003 - 2006

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