Vaishvik Nakhashi

Engine Programmer at Motive Studio
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Contact Information
us****@****om
(386) 825-5501
Location
Montreal, Quebec, Canada, CA

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Experience

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Engine Programmer
      • Dec 2021 - Present

      Montreal, Quebec, Canada Untitled Single-Player, Action-Adventure Iron Man Game - Key contributor for the procedural world-building pipeline in Unreal Engine 5 - Key contributor for defining technical architecture and user workflow for procedural systems - Responsible for scalability and performance of the pipeline and runtime performance of generated content - Define UX for designers and tech artists for Editor workflow

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Software Engineer II
      • Jun 2019 - Dec 2021

      Hyderabad Area, India Need For Speed : No Limits - Set up a new content pipeline for the Mod shop for cars that includes equip-able visual parts, wraps, paints, body kits, wheels. Worked with Designers, Artists, Product Managers, Producers, Engineering Managers and QA Teams - Enhanced the pipeline to allow players play with much diverse and data-driven visual combinations without having to take a hit on performance with up to ~20x content - Workflow Optimization to help artists and designers to make content… Show more Need For Speed : No Limits - Set up a new content pipeline for the Mod shop for cars that includes equip-able visual parts, wraps, paints, body kits, wheels. Worked with Designers, Artists, Product Managers, Producers, Engineering Managers and QA Teams - Enhanced the pipeline to allow players play with much diverse and data-driven visual combinations without having to take a hit on performance with up to ~20x content - Workflow Optimization to help artists and designers to make content faster. Improvement in iterations by ~10x - Load time Optimizations by ~15% - Implemented Wwise audio engine support for the game. Supported audio designer to drive data driven RTPCs for car sounds and gameplay events - Enhanced content outsourcing pipeline for faster workflow to get new cars implemented in the game faster. Improvement in iterations by ~5x ------------------------------------------------------------------------------------------------ Bejeweled Blitz - Developed a proprietary algorithm to measure and change difficulty at runtime for Match-3 Games. (To be used for automated content pipeline.) - Implementation from ideation to delivery : Quests | Tournaments | In-Game Notifications | Inventory | In-Game Store | Limited Time Offers | Daily Spins | Pre-Game Resource Loadout ------------------------------------------------------------------------------------------------------- - Work with multiple disciplines (Art, Design, PM, Audio, Tech-Art, Production) frequently to find better ways to solve problems at hand - Contribute in product roadmap planning through suggestions and experimentations

    • Software Engineer
      • Dec 2016 - May 2019

      Hyderabad Area, India

    • France
    • Computer Games
    • 700 & Above Employee
    • Junior Programmer
      • Apr 2015 - Aug 2016

      Pune Area, India Just Dance 2017 (PS4, Xbox One, Wii, PS3, Xbox 360, Wii) - Overhauled the pipeline for Scoring System to be used in Just Dance 2017 and later versions - Implemented scoring algorithm on the Proprietary tool to simulate behaviour for PS4, Xbox One and WiiU (each platform used different tweaks based on hardware capabilities) - This brought down implementation, testing and iteration time for designers and professional dancers from an hour to a few milliseconds… Show more Just Dance 2017 (PS4, Xbox One, Wii, PS3, Xbox 360, Wii) - Overhauled the pipeline for Scoring System to be used in Just Dance 2017 and later versions - Implemented scoring algorithm on the Proprietary tool to simulate behaviour for PS4, Xbox One and WiiU (each platform used different tweaks based on hardware capabilities) - This brought down implementation, testing and iteration time for designers and professional dancers from an hour to a few milliseconds (~36000x) ---------------------------------------------------------------------------------------------------------- Grow Home (PS4) - PS4 Port for the open world game in 3 months - Drove Optimizations to achieve almost constant 30 FPS from 5 FPS initially - Developed a technique particularly to handle nearby AI behaviours and their interactions with each other - Scene loading optimizations for faster transitions - Added support for vibrations for DualShock-4 - Added game side support for Save System with Playstation compliance support - Contributed to implement Trophies and Achievements for PS4 for gameplay-specific scenarios ------------------------------------------------------------------------------------------------- Grow Up! (PC, PS4, Xbox One) - Contributed to co-development to release the game on PC - Port on PS4 and Xbox One - Gameplay Optimizations for AI behaviours, Audio, UI - Enhanced support for vibrations for Dualshock 4 - Contributed to implement Trophies and Achievements for PS4 and Xbox One for gameplay-specific scenarios

    • Intern Programmer
      • Aug 2014 - Mar 2015

      Pune Area, India Just Dance 2016 (PS4, XBox One, Wii, PS3, XBox 360, Wii) - Connected Profiling Tool support for Previous Gen Consoles (PS3, Xbox 360, Wii) that uses sockets and shares tag specific profiling - Connected Game State Analysis tool support for Previous Gen Consoles (PS3, Xbox 360, Wii) that uses sockets to connect to the engine and shows a Visual State-Graph - Maintenance and incremental changes for UbiArt Framework

Education

  • Nirma University, Ahmedabad, Gujarat, India
    B.Tech., Computer Science and Engineering
    2010 - 2014
  • Shri Vividhlaxi Vidyamandir
    2008 - 2010

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