Technical Artist · Systems Programmer
Hi! I am Nitant, a Technical Artist and Game Programmer. I specialize in bridging the gap between engineering and art, heavily focusing on Unity, custom C# tool development, and mobile optimization.
I have a strong perseverance for learning new rendering techniques and building tight, optimized systems for both visual fidelity and gameplay performance.
Game Developer Association of India. Bridging communities and organizing development workshops.
Focusing on technical systems, architecture, and rendering pipelines.
Lighting Supervisor
Supervising cinematic lighting, rendering optimization, and maintaining art direction for high-fidelity outputs.
Lead Programmer & Tools Developer
Developing custom node-based pipeline tools, core combat systems, and handling engine architecture.
Gameplay Programmer & Technical Artist
Engineered the LLM API integration, built dynamic UI systems, and developed custom 2D vertex wind shaders.

Custom rendering solutions including thermal vision, stylized Sobel outlines, and interactive materials.

Dynamic combat impact frames, lava simulations, and optimized particle systems for mobile and PC.

Node-based graph editors and modular pipelines designed to accelerate workflows.

A custom node-based graph pipeline allowing designers to rapidly create combat combos.

Integrated the Gemini API to power dynamic narrative systems and real-time NPC UI chat.

A high-fidelity environment built in Unreal Engine utilizing Procedural Content Generation.

Supervised the lighting and visual vibe for a cinematic short film for high-fidelity renders.

An asymmetric cross-platform multiplayer game featuring thermal vision and optimized VFX.