SURYA SRINIVASAN
Phone No.: +1 (774)823-8099; Email: [email protected]
Portfolio: https://surya-srini.myportfolio.com/ LinkedIn: https://www.linkedin.com/in/surya--srini/
EDUCATION
Worcester Polytechnic Institute (WPI), Worcester, MA Aug 2022 – May 2024
Master of Science in Interactive Media and Game Development, GPA 4.0
• Courses - Design Studio, Computer Graphics, Technical Game Development, Embodied Interactions
Vellore Institute of Technology (VIT), Chennai, India Jul 2018 – Apr 2022
Bachelor of Technology in Computer Science and Engineering, GPA 8.16
• Courses – Game Programming, OOP, Computer Architecture, High Performance Computing, Operating Systems
SKILLS
Programming Languages: C++, C, Java, JavaScript, Python, C#, PHP, SQL, HTML, CSS, GLSL
Applications: Unreal Engine, Unity, Godot, Blender, Node-Red, Tableau, Visual Studio, Microsoft Office
EXPERIENCE
Level Designer and Developer | Caution Ready Games | NC,USA (Remote) Jun 2023 - Present
• Assisted in the development of a vertical slice level for a Third Person IP called Frontier Planets Origin
• Diagnosed and resolved gameplay bugs to enhance player’s Quality of Experience.
• Integrated a Weapon wheel with the Inventory system to allow faster transition between items.
Artificial Intelligence Powered by IBM | SmartInterz Jun 2021 – Jul 2021
• Completed an Externship program focused on Artificial Intelligence utilizing Python and IBM Watson.
• Contributed to the development of a Convolutional Neural Network in Python using Keras and TensorFlow to
recognize and classify brain cancers in MRI images with 88% accuracy.
PROJECTS
Dragonfly Game Engine – C++, SFML
• Engineered a text-based game engine that manages 2D ASCII-based graphics with basic kinematics and box
collision.
• Designed an Observer pattern-based Event-system that notifies objects in the world to handle events.
• Spearheaded development of Shoot-em up game using this engine.
Latency Compensation in Cloud-Based Game Streaming – Unreal Engine, C++, Blueprints
• Constructed control assistance techniques in a Bullet Hell Game named Spectres, implementing a force-based
movement assistance technique for dodging bullets during latency.
• Devised a Bullet Magnetism technique to improve players' shooting accuracy under varying latency conditions.
• Conducted experiments to assess Quality of Experience (QoE) with varying latency levels, aiming to enhance
cloud-based gaming.
3D Rendered Scene – JavaScript, WebGL
• Engineered Pong and Gouraud lighting techniques on the lamp, displaying advanced rendering capabilities.
• Developed dynamic reflection and refraction effects on the ornament and car faces, utilizing WebGL shaders.
• Orchestrated real-time toggling of shadows, lighting, movement, reflection, and refraction, demonstrating
advanced interactive controls.
Spectres – Unreal Engine, C++, Blueprints
• Developed a bullet-hell game in a team of two.
• Implemented complex gameplay mechanics in C++ and friendly User Interface using Blueprints.
• Tested an Enhanced waypoint system that improved enemy movement.
Chess Engine - Python
• Crafted a 2D Chess Engine, implementing AI algorithms including Min-Max, Nega-Max, and Greedy algorithm
to create a challenging opponent.
• Designed and integrated a custom evaluation heuristic to score the current board state, optimizing the engine's
decision-making process.