Summary
Overview
Work History
Education
Skills
Accomplishments
Timeline
Generic

CHETAN PRASAD

Engineering Lead
Hyderabad

Summary

Results-driven Engineering Lead with 14 years of experience in designing and optimizing game engine technologies across diverse platforms, including Android, iOS, and console. Proficient in modifying Unity Engine Source Code (C++/C#), collaborating on engine development, and enhancing performance. Skilled in modern C++, data-oriented design, and leveraging AI-Augmented Software Engineering to boost development efficiency and quality.

Overview

16
16
years of professional experience

Work History

Engineering Lead

RYTHMOS (COFORGE)
01.2018 - Current
  • Lead the architecture, development, optimization, and maintenance of Unity Engine technologies supporting large-scale cross-platform products serving more than 1.3 million monthly active users.
  • Develop and maintain Unity Engine Source Code (C++/C#) across Graphics, HDRP, NavMesh, Asset Database, Version Control, Serialization, Runtime Systems, Rendering Pipelines, Editor Tooling, and Platform Infrastructure.
  • Design and implement engine features, architectural enhancements, runtime optimizations, rendering improvements, and platform-specific fixes within Unity's native engine.
  • Collaborate directly with Unity Technologies to investigate engine regressions, rendering issues, graphics API behavior, runtime architecture, platform stability, and performance improvements.
  • Develop engine-level functionality spanning rendering, graphics, runtime systems, asset pipelines, editor infrastructure, and platform integration.
  • Drove architectural decisions for rendering, runtime systems, networking, audio, WebGL, and platform-specific engine components, enhancing overall system performance.
  • Optimize rendering pipelines through shader optimization, GPU pipeline analysis, draw-call reduction, cache-locality improvements, SIMD optimization, memory management, and multithreaded execution.
  • Investigate GPU stalls, synchronization issues, command buffer execution, graphics driver interactions, rendering artifacts, race conditions, and platform-specific graphics defects.
  • Improve frame pacing, runtime efficiency, asset loading performance, and memory utilization across Android, iOS, WebGL, and desktop platforms.
  • Integrated AI-assisted software engineering practices into daily Unity Engine development, improving code quality and development speed across large C++ and C# codebases.
  • Apply Large Language Models (LLMs) to accelerate root-cause analysis, regression investigation, profiler analysis, stack trace interpretation, crash analysis, and rendering pipeline debugging.
  • Leverage repository-aware AI and semantic code analysis to navigate complex engine subsystems and accelerate code comprehension.
  • Perform AI-assisted architecture reviews and design validation to evaluate implementation strategies, subsystem interactions, scalability, API design, and long-term maintainability.
  • Utilized AI-assisted code reviews to identify and resolve ownership issues, lifecycle defects, threading risks, race conditions, and performance bottlenecks, streamlining development processes.
  • Apply AI-assisted performance engineering to analyze CPU hotspots, GPU bottlenecks, allocation patterns, cache efficiency, render pipeline execution, and runtime performance.
  • Lead engineering teams, establish technical direction, conduct architecture reviews, mentor engineers, and drive engineering best practices.
  • Improve engineering productivity through CI/CD automation, Unity Yamato, developer tooling, build systems, and workflow modernization.
  • Conduct technical interviews, onboard engineers, and mentor developers in engine architecture, graphics programming, debugging, and performance engineering.

Senior Software Engineer

RELIANCE GAMES
01.2016 - 01.2018
  • Developed runtime systems, rendering features, UI frameworks, localization, analytics, audio systems, and engine tooling, enhancing functionality for multiple commercial mobile titles.
  • Developed runtime systems, rendering features, UI frameworks, localization, analytics, audio systems, and engine tooling for multiple commercial mobile titles.
  • Built reusable engine components that streamlined gameplay systems, UI rendering, localization, analytics, and audio.
  • Contributed to WWE Mayhem, Real Steel Champions, Real Steel World Robot Boxing, and Pacific Rim: Breach Wars.

Software Engineer

JUMPSTART
01.2014 - 01.2016
  • Built reusable gameplay architecture supporting rapid feature development across multiple releases.
  • Enhanced runtime performance, maintainability, and scalability of live-service game systems to support ongoing evolution.
  • Developed reusable gameplay architecture to accelerate feature development across multiple game releases.

Game Programmer

GAMESHASTRA
01.2011 - 01.2014
  • Developed gameplay systems, AI systems, rendering features, and shaders, integrating them across console and mobile titles to enhance player experience.
  • Implemented rendering improvements and platform-specific optimizations across PlayStation 2, PlayStation 3, PlayStation Portable, Android, and iOS.
  • Optimized frame performance and memory usage while streamlining debugging workflows and release engineering processes for improved stability and efficiency.
  • Contributed to Dare to Fly, Don 2: The Game, and Krrish 3: The Game.

Education

Bachelor of Science - Computer Science

University of Wales

Skills

Technical Leadership

Engine Architecture

Performance Engineering

Runtime Systems

Rendering Systems

Graphics & Rendering

Unity Engine Source Code (C/C#)

Modern C

Shader development

Vulkan

DirectX

Accomplishments

  • Extensive hands-on experience developing and modifying Unity Engine Source Code (C++/C#).
  • Developed engine features across Graphics, HDRP, NavMesh, Asset Database, Version Control, Serialization, Runtime Systems, Rendering, Editor Tooling, and Platform Infrastructure.
  • Collaborated directly with Unity Technologies on engine development, rendering issues, regression analysis, graphics API behavior, optimization, and platform stability.
  • Delivered products serving over 1.3 million Monthly Active Users across Android, iOS, and WebGL.
  • Shipped commercial titles across Android, iOS, WebGL, PlayStation 2, PlayStation 3, and PlayStation Portable.
  • Led engineering teams of up to 15 engineers and managed cross-functional technical execution.
  • Conducted 40+ technical interviews and mentored engineers across graphics, engine architecture, and performance engineering.
  • Introduced AI-assisted engineering workflows to improve debugging, root-cause analysis, architecture reviews, documentation, and engineering productivity.

Timeline

Engineering Lead

RYTHMOS (COFORGE)
01.2018 - Current

Senior Software Engineer

RELIANCE GAMES
01.2016 - 01.2018

Software Engineer

JUMPSTART
01.2014 - 01.2016

Game Programmer

GAMESHASTRA
01.2011 - 01.2014

Bachelor of Science - Computer Science

University of Wales
CHETAN PRASADEngineering Lead