Curriculum vitae
Pranav Kushwaha
Game Engine & Graphics Programmer · United Kingdom
- pranavkushwaha18@gmail.com
- pranav-kushwaha
- TheBossBaby
- pranavkushwaha.co.uk
Profile
Game engine programmer with 7 years of experience in C++, Unreal Engine and Unity, focused on performance profiling, optimization tooling and engine plugins. Built Unity and Unreal Engine plugins and a plug-and-play optimization toolset for an upcoming Samsung flagship device, profiled games for performance bottlenecks with RenderDoc and Nsight Graphics, and shipped mobile and Apple Vision Pro work. Experienced in OpenGL and Vulkan, and in explaining complex technical topics to cross-functional teams.
Experience
Game Optimization Engineer at Samsung Electronics
Jul 2025 – Present · Staines, UK
Optimization tooling and engine plugins for an unannounced project.
- Developed high-performance Unity and Unreal Engine plugins that communicate with internal optimization tools.
- Replaced JSON with a compact binary protocol, cutting inter-process communication bandwidth by about 32%.
- Reviewed profiling reports for games moved from PC to mobile and found gaps, such as a major studio's mobile engine missing frustum culling.
- Co-authored a patent application on novel techniques for improving rendering performance.
- Built a plug-and-play performance optimization toolset selected for integration into an upcoming Samsung flagship device.
Game Client Development Intern at Tencent
Sep 2024 – Jul 2025 · London, UK · After MSc
Unreal Engine 5 rendering and UI for Apple Vision Pro.
- Led the investigation of alpha holdout blending in UE5 on Apple Vision Pro, using RenderDoc to find mobile rendering pipeline limits for transparent elements in mixed reality.
- Found that multi-pass transparency, which blends separate opaque and translucent buffers, worked on Windows and Mac but was unsupported on visionOS, iOS and Android.
- Built a pipeline that passes ASTC-compressed textures from Unreal Engine to the native visionOS renderer, cutting VRAM use by 40%.
- Modified Unreal Engine source so UMG designs are replicated in the native UI framework, enabling Vision Pro eye-gaze and pinch input.
- Implemented face-lock behaviour for RealityKit entities using its ECS.
Software Developer (Unreal Engine) at Pole To Win
Mar 2021 – Sep 2023 · Hyderabad, India
Engine, gameplay and build-size work across three projects in Unreal Engine and C++.
Game engine
- Developed a C++ game engine with gameplay architecture, game state management and multithreaded systems.
- Integrated Lua scripting so gameplay logic can drive engine modules.
- Built three engine modules: input, debugger and profiler.
- Used the abstract factory pattern to support each target API and platform.
Mobile RTS game
- Cut the APK from 1 GB to 45 MB by packaging gameplay, lobby, shop and level content as PAK files mounted at runtime and loaded asynchronously through soft references. On-demand loading also lowered RAM usage and improved cache hit rates.
- Implemented the gameplay framework and engine-side systems for movement, collision and game state in Unreal Engine and C++.
- Worked on gameplay systems, UI and shaders for an Android multiplayer title.
- Built an Unreal plugin with UPL to integrate an ad SDK, designed so another SDK can be swapped in with minimal code changes.
- Designed the architecture to decouple UI from gameplay logic.
Endless runner
- Built an Unreal Engine 4 endless runner with multithreaded background loading and object pooling for runtime performance.
Freelance Game Developer (Unity) at Upwork
Dec 2018 – Feb 2021 · Bhopal, India
Unity games for international clients.
- Developed multiple Unity games, implementing gameplay mechanics and third-party SDK integrations.
Selected projects
Project V — Vulkan Engine
In progress · Windows
A C++20 game engine with a hand-written Vulkan 1.3 renderer.
- FBX meshes loaded from disk and uploaded to the GPU
- Pipeline cache keyed on shader pairs
- ECS rotate system
- Perspective camera (left-handed, Z-up)
Project T
2024 · PlayStation 5, Windows
A top-down game with its own rendering pipeline for PlayStation 5 and Windows.
- Cross-platform rendering pipeline for PlayStation 5 (AGC, PSSL) and Windows (OpenGL, GLSL)
- Deferred lighting added to the existing PBR system, with 64 GPU-instanced point lights and 1 directional light
- Instanced repeated objects such as walls and bounce pads, cutting draw calls by 42% (550 to 315)
- Graphics debugging with NVIDIA Nsight Graphics and Razor GPU
PBR Scene in OpenGL
2024 · Windows
A physically based, deferred rendering pipeline written from scratch.
- PBR pipeline written by hand in C++, OpenGL and GLSL
- Deferred rendering, informed by a study of the GTA V rendering pipeline
- Directional, spot and point lights
- Reinhard tone mapping and gamma correction as post-processing
Stylized Scene in OpenGL
2023 · Windows
A real-time stylized scene with GPU instancing, culling and cel shading.
- GPU instancing draws whole forests of trees in a single draw call
- CPU frustum culling with bounding-sphere tests
- Deferred rendering with specular lighting
- Post-processing in GLSL: saturation, desaturation and blur
Skills
- Languages
- Graphics
- Engines
- Engine systems
- Tools
- Platforms
Education
MSc Computer Games Engineering, Distinction
2023 – 2024
Newcastle University, UK
Bachelor of Engineering, Computer Engineering
2016 – 2020
Sagar Institute of Research & Technology, Bhopal, India
Recognition
- Patent application co-authorRendering performance optimization, Samsung Electronics.
- 1st place, Smart India Hackathon 2020Led the winning team.
- 10th worldwide, Decentraland Game Jam 2.0Global ranking across all entries.