I'm a Gameplay and Tools Programmer from Guwahati, Assam. It started when I was 8 years old — I saw Mortal Kombat 2 and asked a question I couldn't let go of: who makes this, and is it their job? Turns out the answer is yes, and I've been working toward that ever since.
My career spans commercial game studios and web product companies. On the games side I've shipped titles with Tentworks Interactive (Becoming Pablo), and Hungama Game Studio (Vineyard Valley, DesiBeats, Song Beat) — across mobile, PC, and Steam. Before that I worked at Webonise Labs building web platforms, including a music analytics tool for Sony Music Entertainment.
What I care about most is the full stack of what makes a game feel right — the moment-to-moment sensation of playing, the interconnected systems that create emergent gameplay, and the internal tools that let designers and artists build without waiting on engineering. Clean architecture, reusable systems, and code that other developers can read and extend without a guided tour.
I've worked in teams as small as 5 and as large as 300. Currently open to full-time and contract roles in gameplay programming, tools engineering, or game-adjacent engineering — remote-friendly.