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Kishan Ramani

Junior Game Designer specializing in Unity and Unreal Engine gameplay systems

Seattle, USGame Designer2 years experienceJuniorVideo GamesMedia & EntertainmentXR/AR/VR
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About

UE5 gameplay scripter focused on shipping-quality, player-facing systems in Blueprints—recently built a pickup-and-throw mechanic end-to-end with animation/physics integration, robust edge-case handling, and QA/debug tooling. Emphasizes modular, data-driven architecture for designer-friendly tuning, and uses Unreal/Blueprint profiling plus event-driven patterns to keep systems performant and scalable.

Experience

Game DesignerLevel Up Live
Technical Game DesignerCodebrain Infotech
Unity Game DeveloperDwarkeshSoft PVT LTD

Education

Lamar Universitymaster, Computer Science (2025)
Bhagwan Mahavir Universitybachelor, Computer Science (2023)

Key Strengths

  • Shipped UE5 Blueprint pickup/throw system end-to-end (logic, animation/physics integration, tuning, QA support)
  • Strong edge-case handling (input spam, invalid overlaps, movement-state sync, self-collision prevention)
  • Performance-minded Blueprint engineering (event-driven design, gated overlap checks, cached references, simplified collision)
  • Profiling-driven optimization using Unreal/Blueprint profiling and stress testing to find hotspots
  • Modular, data-driven system design (core rules separated from content; tunables in data assets for designers)
  • Clear state-machine approach with explicit events and transition validation for maintainability
  • Cross-discipline collaboration with animation/UX/QA; clear ownership and documented decisions to prevent rework
  • Fast iteration loop (prototype/playtest/tune) with small commits and Jira-tracked feedback
  • Owned game modes end-to-end (rules, scoring, win/lose, tuning) and shipped
  • Rapid UE5 Blueprint prototyping (idea-to-playable in 1–2 days)
  • Data-informed iteration using qualitative playtests plus basic telemetry (accuracy, completion time, failure points)
  • Strong gameplay feel tuning under real-world constraints (latency, calibration, projection-mapped XR environments)
  • Physics-based interaction tuning to improve consistency and reduce randomness (impulse/velocity/clamp/COM/collision)
  • Implementation-ready design documentation with state diagrams, tuning tables, and edge cases

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Languages

English

Skills

CC++C#JavaUnreal Engine BlueprintsUnityUnreal Engine 5XR Game DevelopmentProjection MappingGameplay PrototypingGame Balance TuningSystems ImplementationGameplay Systems DesignAnimation ImplementationMechanics Design