Nikhil Mahalanobis
Associate Gameplay Engineer at Arkane Studios- Claim this Profile
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Bio
Experience
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Arkane Studios
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France
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Computer Games
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200 - 300 Employee
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Associate Gameplay Engineer
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Nov 2022 - Present
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Studio Impasse
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United States
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Computer Games
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Gameplay/Systems Programmer
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Nov 2021 - Aug 2022
Worked on a 15-person development team to create a 3rd-person Speedrunner in Unreal Engine 4. Created a “Grappling Hook” mechanic predicated on a Finite State Automata that utilizes custom Enum classes, Linecasting & SphereOverlap, and Force/Impulse calculations on the player controller. Developed a custom “Time Slow” mechanic that manipulates the speed/tick rate of game objects of specific types utilizing Unreal’s Time Dilation system. Converted custom Blueprints written by other programmers/tech designers to C++ including the entire Player Controller and several gameplay mechanics, in order to improve run-time performance on the Game Thread. Constructed custom Twitch Modifiers that allow the player to stream the game and let their chat turn on custom game modifiers via messages, including letting chat pick player controller abilities, have them change randomly per use, force controller input, etc. Implemented Options menu with various configurable settings that save & load with all game data. Show less
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Florida Interactive Entertainment Academy
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United States
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Higher Education
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1 - 100 Employee
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AI Gameplay Programmer
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May 2022 - Jul 2022
Recreating Alien AI over 10 weeks from hit game Alien: Isolation developed by Creative Assembly, including reconstructing the AI framework using Behavior Trees, utilizing"Senses" to power decision making Heuristics like Vision Cones & 3D sounds, and implementing a Director system that communicates with the AIConstructing custom defined Behavior Tree system in UE4 by implementing specific behaviors/features using Unreal's BTTaskNode interface, such as "Searching" for the player and using A NavMesh for environmental locomotion. Using AI Perception Components and Stimuli Sources to simulate different "Senses" that power AI heuristics, including using Vision Frustums to simulate sight and Report Noise Events to simulate 3D sound sensing.Created a custom Director class to communicate information about the Player to the Alien AI, while also managing pacing of overall game by adjusting several Front Stage settings. Show less
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Engine Programmer
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Jan 2022 - May 2022
Engineered a custom Data Driven Engine/Framework entirely in C++, and created a Doodle Jump Clone using this framework on a 7-person team, personally handling Collision Detection & Events.Developed a JSON parsing system that creates custom user-defined class instances w/ prescribed & auxiliary attributes at runtime.Implemented several fundamental data containers utilizing C++ templates (Singly Linked List, Vector, HashMap, Stack).Executed Unit Tests which run all branches of the code base using Microsoft’s Unit Testing library and OpenCPPCoverage .Drafted all comments in XML-style comments, combining with Doxygen allows easy access documentation to code base. Show less
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Gameplay/Systems Programmer
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Nov 2021 - Dec 2021
Created a 2 player local co-op physics based Air Hockey game using C++ in an OpenGL framework.Integrated 3rd party Physics Engine & Rigid body simulation library Box2D into framework, to handle physics for the game.Ported game from Windows to the Xbox One by converting the project from a x86-Windows Desktop build in OpenGL, to an x64-Universal Windows Platform build in DirectX11
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Gameplay/Systems Programmer
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Oct 2021 - Oct 2021
Engineered a co-op Interactive Assembly Game in Easy68K, implementing custom features such as Input Management, Kinematics Physics updates using Fixed Point math, Circle-Circle collision detection & resolution, and Bitmap rendering Wrote a custom 7-segment LED score and rendering system by utilizinglookup tables to store different Hex-to-Decimal conversions and X/Y positionlocations.Implemented a Double Buffering system utilizing 68000's trap codes toaccount for physics & draw updates occurring within the same frame. Show less
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University of Central Florida
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United States
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Higher Education
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700 & Above Employee
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Gameplay Programmer
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Aug 2020 - May 2021
Worked on a 5-person Senior Design Team to develop Seedlings: A Homebrew Nintendo 2DS game designed to teach kids programming in Lua. Designed and iterated on "Teaching Minigames" that cover different fundamental topics in Computer Science, ultimately having the player gain a learning outcome as a result of play. Implemented aforementioned minigames in Lua utilizing the LovePotion framework to draw sprites to the screen, register user input, and update in-game assets as a response to user input. Reported to and collaborated with a professional Sponsor, including attending weekly meetings, responding to feedback through gameplay iteration, and presenting a satisfactory deliverable by the end of the project deadline. Show less
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University of Central Florida
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United States
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Higher Education
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700 & Above Employee
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Systems Programmer
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Jan 2020 - Apr 2020
Created a hand-written complier for programming language PL/0 from scratch.Developed individual programs for each component of the compilation process, including top-down parsing, lexical analysis & syntax error detection, and assembly code generation and execution.
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Systems Programmer
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Nov 2019 - Dec 2019
Wrote the core part of a mini processor simulator, MYSPIM, that reads in and executes MIPS Assembly instructions. Implemented several core MIPS Assembly instructions like AddImmediate, BranchIfEqual, SetLessThan, AND, OR, and several others.Replicated several core processor stages for MYSPIM such as Instruction Fetch, Instruction Decode, MemRead, and MemWrite
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University of Central Florida
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United States
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Higher Education
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700 & Above Employee
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Undergraduate Research Assistant
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May 2019 - Aug 2019
Published official research paper which was accepted to the ACM Symposium on Spatial User Interaction. Participated in an intensive 8-week research program around Internet of Things devices in Augmented Reality. Collaborated with professional researchers and software developers apart of the Synthetic Reality Lab (SREAL) at UCF to conduct an original human-subject research study. Worked with software made in Unity Game Engine using the Microsoft HoloLens Augmented Reality headset. Gained professional skills in working with groups to complete tasks by given deadlines, conducting archival research, writing up an official experiment, collecting data live, and analyzing data. Show less
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Lockheed Martin
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United States
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Defense and Space Manufacturing
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700 & Above Employee
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Mechanical Engineer CWEP
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May 2018 - Aug 2018
Worked as a part of Lockheed College Work Experience Program (CWEP). Collaborated with professional mechanical engineers in the Research and Development department to design and conceptualize different gimbal projects. Used PTC Creo to model concepts for different gimbal projects. Gained professional experience of working for a government defense contracting company and keeping up the ability to work well with others in groups to meet deadlines and goals. Learned how to professionally interact with other Engineers to set up meeting times, discuss potential projects opportunities, and how to work with others when assigned a task. Show less
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Education
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Florida Interactive Entertainment Academy
Master of Science - MS, Game and Interactive Media Design -
University of Central Florida
Bachelor of Science - BS, Computer Science