Online//Player_01//Vancouver, BC

Siddharth Sudhakaran, game programmer

>GAME PROGRAMMER, SOFTWARE ENGINEER, GAMEPLAY SYSTEMS, TOOLS DEVELOPER, GAME DESIGNER

I build the systems that make games feel good to play, and the tools that let designers ship them without waiting on engineering.

Player CardID#0915
Illustrated avatar of Siddharth coding at a desk
SID_
Class
Game Programmer
Level
09 · Veteran
Main
Unity · UE5
Base
Vancouver
XP · 2015 → nowLv 09
  • ◆Unity
  • ◆Unreal Engine 5
  • ◆C#
  • ◆C++
  • ◆Gameplay Systems
  • ◆Combat Authoring
  • ◆Editor Tools
  • ◆Live Ops
  • ◆MetaHuman
  • ◆Game Feel
  • ◆Cocos2d-x
  • ◆Mobile · PC · Web
01Player Profile

Who's playing

Game programmer with 9 years of professional game-development experience, including shipping and operating Bingo Bash (70M+ players) at GSN Games / Scopely.

Depth in Unity C# gameplay systems, live-ops feature delivery, and designer-facing tooling: combat authoring, narrative and cutscene editors, RTP simulation, and analytics pipelines that let designers work without engineering support.

Recently expanded into Unreal Engine 5, MetaHuman, and AI-driven realtime experiences.

9YRS
Shipping games professionally
70M+
Players on Bingo Bash
6+
Live-ops features shipped
3×
Faster slot builds (6 wk → 2 wk)
SYS-01

Gameplay Systems

Character controllers, melee combat, hitbox & frame data, state machines, AI behaviours, RPG progression, game feel.

SYS-02

Designer Tooling

Custom Unity editors, data-driven content pipelines and simulation harnesses that take engineering out of the iteration loop.

SYS-03

Live Ops

Seasonal events, mini-games, meta systems, remote config, analytics and economy / RTP balancing at 70M-player scale.

SYS-04

AI + Realtime

MetaHuman virtual humans in UE5 and LLM-driven NPCs that turn natural-language commands into in-game decisions.

02Quest Log

Experience

Nine years across live-ops at scale, engine migrations, R&D prototypes and solo end-to-end ownership.

    • Sole programmer on an EdTech title blending top-down RPG progression with card-battle combat, owning architecture, gameplay systems, and designer tooling end to end while using AI-assisted development to compress delivery timelines.
    • Architected the core RPG systems (XP, stats, upgrades, inventory) with editor tools that let designers author new units without engineering support.
    • Built a story framework combining a dialogue system with a timeline-based cutscene editor, enabling designers to author narrative content directly in-engine.
    • Built a card-battle and ability framework in Unity where new abilities, enemies, and encounter balancing are authored as data rather than code.
    UnityC#Editor ToolsAI-Assisted Dev
Achievements unlockedShipped titles
03Mission Select

Projects

Personal and client builds where I led engineering. Select a mission to watch gameplay and read the debrief.

04Loadout

Skills & Gear

Everything equipped after nine years in production, from engine internals to the pipeline that ships it.

Engines

04
  • Unity (URP, NavMesh, Timeline, Animator)
  • Unreal Engine 5 (Blueprints, C++ plugins, MetaHuman)
  • Cocos2d-x
  • Cocos2d-JS

Languages

05
  • C#
  • C++
  • JavaScript
  • Python
  • ActionScript 3

Platforms

04
  • iOS
  • Android
  • PC
  • Web

Gameplay

08
  • Character controllers
  • Melee / combat systems
  • Hitbox & frame data
  • State machines
  • Physics & collision
  • AI behaviours
  • RPG progression
  • Game feel tuning

Tooling

05
  • Custom Unity editor tools
  • Designer authoring workflows
  • Data-driven pipelines
  • Simulation harnesses
  • Profiling & mobile perf

Live Ops

07
  • Seasonal events
  • Mini-games
  • Meta systems
  • Remote config
  • Event tracking & analytics
  • A/B testing support
  • Economy & RTP balancing

Backend

04
  • REST API design
  • Client-side integration
  • SmartFoxServer
  • Real-time multiplayer messaging

Pipeline

10
  • Git
  • Perforce
  • Bitbucket
  • GitLab
  • Jenkins CI/CD
  • JIRA
  • Confluence
  • Agile / Scrum
  • Code review
  • Mentoring

AI-Assisted Dev

02
  • Claude Code
  • Google Antigravity
Training

Master of Digital Media

Centre for Digital Media

Joint program: SFU · UBC · BCIT · Emily Carr

Vancouver, BC · Sep 2023 – Dec 2024

B.Tech, Computer Science & Engineering

Mahatma Gandhi University

Kerala, India · 2011 – 2016

05Open Channel

Join the party

sid@sidmakesgames:~/contact

$ ./request_coop --role="gameplay | tools | live-ops"

> connection established.

Building something that needs solid gameplay systems, designer tools that actually get used, or someone who has shipped live games at scale? I'd love to hear about it.

ping.siddharthsudhakaran@gmail.com