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Registration: 24.08.2026

Kaushal Teraiya

Specialization: Game Programmer
— Unity/C# game programmer from India with two years of hands-on experience building games and gameplay systems. — Main focus: gameplay programming, AI, multiplayer systems, physics, and game architecture. — Built a modular gameplay AI framework, a 4v4 multiplayer FPS using Unity and Mirror, and a custom vehicle physics system. — Looking for first professional opportunity to contribute to a real development team and continue growing as a game programmer.
— Unity/C# game programmer from India with two years of hands-on experience building games and gameplay systems. — Main focus: gameplay programming, AI, multiplayer systems, physics, and game architecture. — Built a modular gameplay AI framework, a 4v4 multiplayer FPS using Unity and Mirror, and a custom vehicle physics system. — Looking for first professional opportunity to contribute to a real development team and continue growing as a game programmer.

Portfolio

Diamond Collect 2D & 3D

💎Diamond Collect🔥 A Unity/C# gameplay project created for a technical assignment and expanded into both 2D and 3D versions. A complete Diamond Collect game developed rapidly from scratch in Unity and C# as part of a Round 1 technical assignment. After completing the original 2D version, I expanded the concept into a 3D tile-based game featuring grid traversal, environmental hazards, health, lava, respawning, UI, audio, VFX, and optimized 3D assets.

Custom vehicle physics

🏎️Custom Car Physics 🚙 A custom vehicle dynamics system built entirely from scratch without Unity's WheelCollider. A realistic vehicle physics framework developed from scratch using custom suspension, tire dynamics, drivetrain simulation, and rigid body physics. The project focuses on understanding and implementing the mathematics behind real-time vehicle simulation rather than relying on Unity's built-in WheelCollider.

Project Predator

I made this project to develop very intelligent + Unpredictable & Animalistic Enemies like Zombies , Necromorphs , Aliens etc. To achieve that goal i started with this project, I will explore Game AI topics like Behavior Trees & GOAP(Goal Oriented Action Planning) since Finite State Machine Architecture is proven to function correctly.

Panda & Bear Maze Chase

🐼Panda & Bear🐻 Maze Chase Adventure A whimsical maze chase adventure built as a personal gift. You catch the panda and explore the maze & try to reach the other side. Beneath its playful presentation lies custom AI, save systems, inventory management, optimization, character pipelines, and a variety of interconnected gameplay systems.

Blitzone Warfare PvP

🏴Blitzone Warfare⚔️ Sci-fi Multiplayer Capture The Flag A fast-paced 4v4 Capture the Flag shooter featuring unique playable characters, special abilities, AI bots, and team-based multiplayer action , Made with Mirror Framework.It features dedicated server architecture , Rooms & lobby ,Firebase user authentication, progress saving/loading, VFX Graph, Shader Graph & much more.

Skills

C#
Unity
C++
Gameplay Programming
Game AI
FSM Architecture
Multiplayer Networking
Mirror Networking
Firebase
Physics Engineering
Surface Traversal
Animation Integration
Rapid Prototyping
VFX Graph
Shader Graph
Git
GitHub
Visual Studio
VS Code
Blender
Mixamo
Perception Systems
Dedicated Server Architecture
Game Architecture
Combat Systems

Work experience

Game Programmer
since 01.2024 - Till the present day |NDA
Unity, C#, Mirror Networking, Firebase, C++, VFX Graph, Shader Graph
● Engineered a playable 4v4 multiplayer FPS with dedicated-server architecture over 7 months. Tackled critical client-server state synchronization and migrated entire codebase from host-client to dedicated-server/client separation. ● Implemented core gameplay: teams, spawning, combat, abilities, flag capture, scoring, match flow. Built AI bots capable of tactical behavior—cover usage, flag retrieval, flag defense, and player elimination. ● Integrated Firebase for persistent player progression and cross-session data. Playable locally via dedicated server build and game client. ● Designed a modular AI architecture for creature behavior, featuring FSM-based decision-making with decoupled perception, navigation, and movement systems. Supports arbitrary-surface traversal (walls, ceilings, complex geometry). ● Implemented multi-source perception: vision, hearing, and proximity detection. AI transitions contextually through states (Idle → Investigate → Search → Chase) rather than reactive distance checks. ● Built reusable behavior systems allowing developer customization. Included combat framework, procedural dismemberment with dynamic gore caps, animation-compatible ragdolls, and traversal-system integration. ● Developed custom vehicle physics from scratch—suspension, steering, acceleration, friction, and wheel-ground detection—without relying on Unity's built-in controller. ● Focused on learning game-physics principles and clean architecture. Implemented configurable handling parameters and physics-driven movement with emphasis on code organization and optimization. ● Developed and shipped a complete third-person maze-adventure game in 8 days. Designed custom waypoint-based AI for escape behavior, allowing Panda to navigate mazes intelligently rather than following linear paths. ● Built gameplay systems: inventory management, collectibles, save/load persistence, progression, and player interaction mechanics. Optimized for Android. ● Built a complete playable game from scratch in days as a technical assignment. Designed reusable gameplay architecture (managers for game state, UI, audio) shared between 2D and 3D implementations without duplicating core systems. ● Implemented third-person movement, jumping, tile traversal, hazards, collectibles, UI, audio, and visual effects in 3D version.

Educational background

Computer Science Engineering (Bachelor’s Degree)
2022 - 2026
Atmiya University

Languages

HindiNativeEnglishIntermediate