Vilas Tewari
Programmer, 3D Artist
Platforms | Steam, SteamVR, PlayStation 4, Xbox One, PC, MacOS, Linux, Oculus |
---|---|
Engines | Unreal Engine, Unity 3d |
Languages | C/C++, C#, Unreal Blueprints, HLSL, Python, MEL |
Tools | Git, Perforce, Maya, Jira, Jenkins, PlayStation SDK + kit, Xbox SDK + kit |
⚒️ Experience
Senior Software Engineer at Bladework Games | 2020 - 2022
Unannounced Title [ TBD ]
Networked combat in Unreal; system provides designers ability to develop new actions in Blueprints.
Networked buff / debuff system in Unreal.
Helping mid and junior-level developers resolve design, code, and engine issues.
Founder, Lead at Candescent Games | 2011 - 2022
Lacuna Passage V2 [ Steam, PC, MacOS ]
Celestial simulation of solar system w/ time-accurate planet surface views, i.e. physically accurate objects in sky from Earth's surface, or any body ( planet or moon ) in the Solar System.
Python scripts to convert Mars Hi-RISE & MRO satellite DTMs to height-field data used for UE landscapes.
Day-night cycle lighting logic and shaders for Martian surface.
Martian weather and atmospheric storm systems that allow dynamic changes at runtime.
Weapon Kit for Unreal [ PC, MacOS, Linux ]
Plug 'n play weapon fire, reloading and attachment customization systems for Unreal marketplace.
Projectile launching and attach system for weapon arrows, knives, and axe.
Art direction guidance on weapons and attachments.
Weapon rigging and animation.
Tinertia [ PlayStation 4, Steam, SteamVR, PC, MacOS, Linux ]
Development Lead: Managed my 4 person team and coordinated with dev partner Section Studios.
Core game mechanics: physics based movement, camera-axis switching, level editing tools, etc..
Art-style implementation w/ Section’s art director and optimized it for target platforms.
Camera systems, character physics, input processing, cross-platform saves, replay system, Steam & PlayStation platform integrations.
Shaders for characters, bosses, and environments. Lighting and FX for characters, levels, and boss battles.
Scripted in-engine cutscenes.
Cross platform services layer to abstract PlayStation and Xbox integrations from game logic.
Tutankhamun: Enter The Tomb [ PC, Voyager, Oculus ]
Worked with The Third Floor production team to integrate app with Voyager.
Unreal profiling and project FPS optimization.
Resolved third party C++ plugin issues.
First Man VR [ PC, Voyager, Oculus ]
Worked with CreateVR production team to integrate app with Voyager.
Jurassic World: Blue [ PC, Voyager, Oculus ]
C++ networked API lib for Felix & Paul VR player to interface with Voyager.
Positron Voyager [ PC, Oculus, Windows Mixed Reality ]
C++ networked API for Unreal Engine apps to interface with Voyager.
Showroom app to visualize Voyager manufacturing specs and color options.
Managed 3D artists working on key art renders for Voyager.
Dead Realm [ Steam, PC ]
Advice on general networking architecture and built listen-server / client model in Unity 3d.
Integrated ULink networking-layer with Steam’s lobby system.
Networked gameplay mechanics based on specs.
Gameplay Programmer at Surge Inc | 2010
Soccer-Play Simulator ( Cancelled ) [ PC ]
Animation systems for simulated soccer players.
Player movement, character physics, and ball physics.
Character AI and pathing based on defined plays.
3D Technical Artist at Hangout Industries | 2008 - 2010
Superstar City [ PC, MacOS, Facebook ]
Avatar art-style & rendering systems w/ guidance from creative director; Also tuned avatar perceived age based on target demo and focus tests.
Created spec for avatar tri-counts and joint limits based on projected min spec and engine capabilities.
Male & female character rigs, optimized for mo-cap anim transfer. Helped direct mo-cap actors.
Avatar customization + facial anim system w/o joints and had ability to define anims / moods in XML.
Managed 2 junior artists w/ guidance from creative dir + bi-weekly release of new clothing, hair styles, makeup etc.
Superstar City Mini Games [ PC, MacOS, Facebook ]
Designed, modeled, textured 2 environments for mini-games; Setup GI lighting and created lightmaps in Mental Ray.
Camera system that tracks models walking down runway, w/ transitions & cuts to different viewpoints.
Superstar City Sandbox [ Internal Dev Tool ]
Single-player internal prototype of Superstar City virtual world. Used for external demos, rapid-prototyping of new features, optimizations, and extensions to avatar systems.
Room system that allowed users to create 3D rooms from an image/photo of a location. Users could walk around in a 3D space as if walking around in photographed space.
Camera system to track avatars as they moved around and switched rooms.
Hangout Hoops [ PC, MacOS, Web ]
Designed, modeled, and textured a stylized college-basketball stadium for 1st person game.
Environment lightmap and reflection map creation using Mental Ray.
In-game lighting, particle effects, hoop and net physics, and environment colliders.
Center for Digital Imaging Arts | 2007
Paid Teaching Assistant [ Maya ]
Assisted students with 3D animation and modelling coursework.
Created Maya tutorials for lessons and built character rigs for student use.
Student Practicum [ Flash, Web ]
Architectural visualization for Zumix Performance Center.
Modeled building exterior structure from on-site measurements.
Created 360-pano interior renders, optimized render process, setup GI and other passes in Mental Ray.
Built Flash web page and embedding for interactive 360 VR in ActionScript.
🧱 Methodology
I've worked for video game studios, film studios, independent clients, and developed my own titles under Candescent Games, a company I founded in 2011. My approach is to build systems that let designers harness their creativity without being too limited by implementation details. I have a similar philosophy when designing player-facing mechanics; fun designs let players experiment and rely on the underlying mechanics to draw out desired behaviors.
I have deep expertise in engines like Unreal and Unity and have built networked multiplayer games in both. For my indie projects I enjoy taking on art direction, lighting, and look development. While I'm not a seasoned 3D artist I can help with some asset creation and solve art-pipeline issues. I've managed both developers and artists on various projects, and I’m always glad to help junior developers solve issues.
EDUCATION: BA Computer Science 2007, Boston University.
HOBBIES: Gaming, sim-racing, 3d printing, ultimate frisbee, and giving pats to cats and dogs.