Lead Developer
Unity, C#, Websockets
Rhythm / Music
DesiBeats is a live, revenue-generating rhythm game on Google Play by Hungama Game Studio — a Hyderabad-based mobile game studio. Players tap and guide a ball to the beat of popular Indian music tracks, earning gems, unlocking songs, and customising their experience through in-app purchases and ad-supported rewards.
As lead developer, I was responsible for the overall game architecture and four of its most critical technical systems — real-time networking, backend integration, the event system, and a runtime config system that controls every configurable feature in the game without redeployment.
Designed the overall architecture for the game from the ground up — establishing the module boundaries, dependency flow, scene management strategy, and data ownership patterns. Built to support a small team working in parallel without stepping on each other, and to scale as new features were added post-launch.
Implemented the real-time WebSocket layer for live game features — managing the connection lifecycle, reconnection logic, message serialisation/deserialisation, and routing incoming events to the correct game systems. Handles the persistent connection required for live song unlocking, gift timers, and real-time reward delivery.
Built the REST API client layer — wrapping all backend endpoints for user authentication, song catalogue, in-app purchase validation, gem balances, leaderboards, and daily gift claims. Designed with a clean request/response abstraction so backend changes don't cascade into game logic.
Implemented a centralised event system to decouple game systems from each other — UI, networking, audio, gameplay, and analytics all communicate through typed events without direct references. Eliminates spaghetti dependencies in a codebase where many systems react to the same triggers (song start, gem award, ad completion, etc).
Built a config system that controls every configurable feature in the game — ad frequencies, gem values, song unlock costs, gift refresh timers, revive counts, and feature flags. Values are fetched from the backend at startup and hot-applied without a game update, giving the studio full control over monetisation tuning and A/B testing post-launch.