Harsh Dulani

Harsh Dulani

Gameplay & AI Programmer

Work Experience Download Resume ↓
  • 2025 - Present
    Lead Gameplay Programmer Saturday Games
    • Lead gameplay architecture and technical direction for a team of 6, making engineering decisions, establishing pipelines, mentoring developers, and ensuring long-term maintainability.

    • Architected and implemented core gameplay frameworks spanning Combat, Quest, Interaction, Input Buffering, and Quick Time Events, creating reusable foundations across multiple projects.

    • Built modular combat and traversal systems integrating player abilities with systemic gameplay features, and led critical redesign efforts that improved scalability while avoiding costly rework during production.

    • Developed AI systems for enemy and boss behaviors while partnering closely with design to align gameplay mechanics, pacing, and technical constraints.

    • Owned technical delivery of a major live update for Dwelling, driving scope definition, task breakdown, milestone planning, and cross-discipline execution. Read about my work on Dwelling

    • Led development & release of Plasma Boi through release. Plasma Boi On Play Store

  • 2025 - 2025
    Unreal Faculty Ecole Intuit Labs
    • Directing system design and gameplay implementation for a Steam game developed by final-year undergrad students, in an Incubator setting.
  • 2022 - 2025
    Junior Programmer Sumo Digital
    • Served as technical owner for multiple core Fall Guys gameplay systems, including Blast Balls, Carryables/Draggables, and Bounceboards, driving feature development, debugging, and long-term system reliability.

    • Resolved complex networking, replication, and client-server authority issues across shipped gameplay features, improving consistency and stability in high player-count multiplayer scenarios.

    • Contributed to a multithreaded, deterministic ECS-based population simulation supporting 40,000+ entities, developing pedestrian behaviors, traffic systems, and large-scale population flow mechanics.

    • Designed a simulation debugging system including tooling for per entity inspection, recording, playback, and rewind capabilities, significantly improving analysis and iteration of deterministic simulations.

    • Developed gameplay systems across Unreal Engine projects, including Gameplay Ability System based Buff/Debuff frameworks, AI-driven interaction systems, stealth executions, and context-aware traversal mechanics.

    • Read about my work on Fall Guys

    • Read about my work on Project Outbreak

  • 2021 - 2022
    Unity Game Developer DayDreamz Studio
    • Led a team of up to 12, driving end-to-end development across gameplay and performance-critical systems.

    • Engineered reusable modular systems adopted across multiple projects.

    • Introduced design patterns and coding practices, improving maintainability and reducing bug-prone implementations.

  • 2019 - 2020
    Software Engineer Indigital Technologies
    • Developed Unity minigames, VR showcases and product demos for products by leading industry clients.

    • Architected an automation pipeline to streamline development of Unity projects, reducing memory usage by up to 70%.

    • Implemented RESTful APIs and leveraged FFMPEG libraries with C# to implement video creation features into Unity.

Education
  • 2022
    Diploma in Game Design & Development FX School Mumbai
    • Awarded a 100% scholarship.
    • Learned Game Design, Prototyping, Unity & Unreal Engine development & 3D modeling
    • Developed a 2.5D side scroller game Vikram Betaal, as a final semester project. Made in Unity with a Combat, Dialogue System & Character Controller.
    • Published a 3D Unity Action game Graveyard Rob, as a deep dive in Unity core systems & Production.

    GitHub Repo of Vikram Betaal GitHub Repo of Graveyard Rob

  • 2019
    Bacherlor's Degree, Engineering (Information Technology) University of Mumbai

Contact