A designer’s eye.
An engineer’s foundation.
Hi, I’m Aditya.
I’m a gameplay systems designer and engineer based in Seattle, specializing in AI, combat, and the technical systems that support them. At Undead Labs, my work on State of Decay 3 focused on enemy behavior, combat, perception, and tools that help teams understand and tune complex gameplay.
I like working in the space between a design idea and the system that makes it real. I prototype, test, read player behavior, and collaborate closely with animation, engineering, audio, VFX, QA, production, and design to move features toward a clear player experience.
Before games, I spent more than three years as a software engineer at Oracle. I earned my master’s in Interactive Entertainment at UCF’s Florida Interactive Entertainment Academy, where I led programming and contributed gameplay and AI design to Crimson Knight, an 18 person Souls style capstone.
Outside development, I’m usually playing badminton or soccer, cooking for friends, or trying a game in a completely different lane. 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.
I’m open to gameplay design and hybrid design and engineering roles, especially work involving AI, combat, or systemic gameplay.
Design depth. Technical range.
Gameplay design
AI and NPC behavior · Combat · Counterplay · Game feel · Player decision making · Playtesting · Feedback synthesis · Systems tuning
Unreal and engineering
UE5 · Blueprints · C++ · GAS · State Trees · Behavior Trees · EQS · AI Perception · Animation Blueprints · Gameplay Tags · Gameplay Debugger · Motion Warping · Data Tables
C · C# · Java · Assembly · Memory management · Data structures and algorithms · Unity · AWS
Production
Cross discipline feature ownership · Rapid prototyping · Design documentation · Jira · Confluence · Perforce · Git · Jenkins · Agile