Software Engineer · Tech Lead

I build & scale products used by millions.

Tech Lead at PlaySimple Games, running engineering for a live mobile game at 700K+ daily active users. I work across gameplay systems, Go backend services, and the performance work that only shows up under real load.

Bangalore, India Unity · C# · Golang · Redis · ScyllaDB 4+ yrs · intern → lead
About

I joined PlaySimple as an intern and grew into a Tech Lead over four years — shipping three live titles end-to-end across Unity, C#, Android and Golang.

Today I run engineering for a live Match-Three game, leading a small team that owns architecture, live ops, performance, and the features that move the product forward.

I care about clean architecture, games that stay smooth under load, and teams that ship with confidence. I like problems where the stakes are real and the metrics are honest.

700K+
Daily active users on current title
20%
Engineering bandwidth saved via AI workflow
500+
Merge requests reviewed for other engineers
Featured Work

Shipping and scaling live games.

CURRENT · TECH LEAD

Tile Match

A live Match-Three mobile game I helped build from its MVP to 700K+ daily active users. I lead engineering across architecture, live ops and performance, and maintain the Go leaderboard service behind it.

10M+
DOWNLOADS
700K+
DAILY ACTIVE USERS
$20M+
ANNUAL REVENUE
~99%
CRASH-FREE SESSIONS
SHIPPED · FULL-STACK OWNER

Tile Mahjong

A Match-Three title I led end-to-end, from first line of code to global launch, built on top of our existing Tilematch codebase. I built the Unity/C# and Android client, extended the Golang game server and its ScyllaDB/Redis data layer, and integrated the analytics, ads and IAP stack.

2 mo
MVP TO SHIP — COMPANY RECORD
15+
LANGUAGES LOCALIZED
3x
UA GROWTH FROM LOCALIZATION
I designed its core match-three gameplay on a graph-based tile model instead of physics, and shipped the MVP in two months — the fastest in company history.
EARLY WORK · FEATURES & TOOLS

Destination Solitaire

A live TriPeaks card game where I started as an intern. I shipped gameplay features, minigames and internal tools end-to-end, and built the Android notification infrastructure from scratch, which lifted cohort re-engagement and retention.

Systems

Things other engineers build on.

Leaderboard service · Go

Built the game's leaderboard backend from scratch — controller, model, Redis sorted sets, fetch and update APIs — serving 700K+ daily users. Generalised it into an event-agnostic system that now powers four leaderboard types and has been extended by six engineers since.

Themeable UI package · Unity

A studio-wide UI system: custom components, a theme and palette engine, and a bespoke editor per element. Now a pinned dependency in two shipped games, maintained by four engineers after me.

Localisation package · Unity

Runtime manager, scriptable-object model, UI text component and Google Sheet import tooling, built alone. Supports 15+ languages, contributed to 3x user-acquisition growth, and is consumed by two games and another internal package.

Data layer · ScyllaDB + Redis

Consolidated player metadata into a single ScyllaDB lookup to cut a query from the hot path, added Redis caching for player fetch, and migrated design-data configs from JSON to Protocol Buffers to reduce payload size and GC overhead.

Capabilities

A full-stack engineer, comfortable across the whole system.

Performance

Unity ProfilerMemory ProfilerFrame DebuggerCPU & GPU OptimizationCrash & ANR ReductionLaunch-Time Tuning

Languages

C#GolangJavaPythonC++

Game Development

UnityGameplay SystemsUI SystemsAnimationLive OpsDesigner ToolsSOLID & Design Patterns

Backend & Infra

GolangREST APIsRedisScyllaDBProtocol BuffersJenkins · CI/CDDatadogProduction Incident Response

AI Tooling

Agentic WorkflowsClaude CodeCursorCustom Plugins & SkillsMCP ServersLLM Integration

Leadership

Team LeadershipArchitecture ReviewsMentoringRoadmap Planning
Experience

From intern to Tech Lead in four years.

Aug 2025 — Present
Senior Software Engineer · Tech Lead
PlaySimple Games
Lead engineering for Tile Match at 10M+ downloads, 700K+ DAU and $20M+ annual revenue. Own production reliability at ~99% crash-free sessions, drove the Unity 6 upgrade end to end, and fix production incidents on the live Go backend. Developed an AI-assisted engineering workflow that saved 20% of engineering bandwidth, and an AI-driven CI/CD failure-analysis system that root-causes failed Jenkins pipelines. Reviewed 500+ merge requests, mentor engineers, and collaborate with product, design and QA.
Aug 2023 — Jul 2025
Software Engineer
PlaySimple Games
Built the game's leaderboard service in Go from scratch and generalised it into an event-agnostic system now extended by six engineers. Led the end-to-end launch of Tile Mahjong: Unity/C# and Android client, its Go backend and ScyllaDB keyspace. Cut backend latency by consolidating player metadata into a single ScyllaDB lookup and caching player fetch in Redis, and migrated design-data configs to Protocol Buffers.
Aug 2022 — Jul 2023
Associate Software Engineer
PlaySimple Games
Designed core Match-Three gameplay, modelling tile relationships mathematically rather than with physics colliders, and shipped the company's fastest-ever MVP in 2 months. Built two reusable Unity packages still used studio-wide — a themeable UI system and a localisation package driving 3x UA growth — and cut app launch time 12% by profiling and lazy-loading.
Aug 2021 — Jul 2022
Software Engineer Intern
PlaySimple Games
Worked on Destination Solitaire, a live TriPeaks card game. Built Android notification infrastructure from scratch, improving cohort re-engagement and retention, and shipped gameplay features, minigames and internal tools end-to-end.
Beyond Work

Competitive programmer, always building.

LeetCode
Top 8% Worldwide
Codeforces
Expert · Top 20%
Google Kickstart
Top 10% Worldwide
Education
B.Tech IT · 8.33
Contact

If you're building something worth building, let's talk.

Open to engineering roles and projects where the problems are hard and the scale is real.