A designer’s eye.
An engineer’s foundation.
Hi, I’m Aditya.
I'm a software engineer and technical designer based in Seattle. I like working in the space between a design idea and the system that makes it real: designing it, writing and optimizing the code behind it, building the tools to debug it, and tuning it with data until it feels fun.
I spent over three years as a software engineer at Oracle, building risk scoring algorithms for Oracle Health's HealtheIntent platform and validating them on AWS EMR pipelines over real hospital data. I taught myself Unreal on the side, then left Oracle in 2024 to earn my master's at UCF's Florida Interactive Entertainment Academy, where I led programming on Crimson Knight, an 18 person Souls-like action RPG.
Most recently I was at Microsoft, Xbox Game Studios, Undead Labs on State of Decay 3, where I owned enemy AI and combat for three zombie archetypes and built C++ systems, debug tools, and cheats the whole team used.
Outside development, I enjoy badminton, soccer, and tennis; cooking for friends; and playing games in completely different lanes. I’m also a musician who sings and plays guitar. I love open world survival games like Palworld and Grounded, competitive shooters like VALORANT, couch co-op chaos like Gang Beasts, and horror that commits to the tension, especially Outlast and Alien: Isolation.
Available now for software engineering roles (C++, backend, gameplay, tools) and technical design roles (technical, gameplay, combat, AI, systems). Based in Seattle, open to relocation.
Design depth. Technical range.
Engineering
C++, C, C#, Java, Clojure, Assembly, backend development, data structures and algorithms, memory management, performance optimization, client server networking, AWS (EMR), Hive, Jenkins, Git, Perforce
Technical Design
Unreal Engine 5 (UE5), Unreal Engine 4 (UE4), Blueprints, UMG, GAS, State Trees, Behavior Trees, EQS, AI Perception, Gameplay Debugger, Animation Blueprints, Motion Warping, Gameplay Tags, Data Tables, Unity
Design & Production
AI and NPC behavior, combat and counterplay, game feel, prototyping, playtesting and data driven tuning, design documentation, cross discipline feature ownership, Jira, Confluence, Agile