Technical Designer
& Engineer

Building playable systems and leading technical delivery at enterprise scale.

Banner image modeled and rendered by me in Autodesk Maya.

SHOWCASE

Content Authoring Pipeline

Developed a pipeline for writers and designers to author game content independently.

Ink-Unity Dialogue Scripting Pipeline

Built a dialogue and scripting pipeline that lets writers author full branching conversations in any text editor, using Inkle’s Ink narrative language, and see them running live in Unity immediately — no engineering handoff required.

Implemented the Ink-to-Unity integration alongside a custom gameplay scripting layer connecting dialogue choices to game state.

 

Composable gameplay objects

Modular gameplay components (e.x. EntityComponent, GrabbableComponent, InkScriptComponent) let designers author what an object can do entirely in the Unity editor. Each component describes a distinct gameplay verb (e.x. “can be talked to”, “can be picked up”). A designer can compose an object with any functionality, which is then handled by my gameplay engine.

Every component self-registers with backend services, so a writer can query any object’s attributes, inventory, or position directly from Ink — enabling conditional, world-aware dialogue with no per-object engineering work.

The Gameplay Engine

Architected a scalable game backend focusing on SOLID principles.

Dependency Injection Service Backend

I built the entire gameplay backend on service interfaces — every system is accessed through an abstract interface, never a specific implementation. That means real services can be swapped for lightweight stand-ins (a NullInputService, for instance) to run and test any part of the game in isolation. The same pattern that lets writers and designers query any object cleanly is what makes the backend testable and safe to keep extending.

I deemed this architecture choice vital for decoupling and managing the engineering complexity of an RPG.

Game State Stack-based FSM architecture

Every gameplay phase and transition — dialogue, pause, cutscenes — runs through one Game Manager class. Built as a stack-based state machine, so any state can suspend what’s running and resume it cleanly. 

Enables a scalable game architecture via single-responsibility game manager classes. Critical for dealing with the complexity of an RPG.

Ghost Shot - Unreal Engine 3D Platformer

Design, Programming

Soup Initiative Games

3D Action Platformer in Unreal Engine

I served a technical design role where I created and tuned the player character movement, written fully in C++. I contributed multiple C++ classes and UE4 Blueprint prototypes for numerous gameplay objects. In character movement and level design, I following an iterative process focused on playtesting with real players to achieve strong game feel.

Additionally, I assisted in project management, using an Agile process and Kanban boards to track progress through bi-weekly sprints.

Toolset

c++ gameplay framework

C++ Code Review

Click to learn about the codebase.

UE4 C++ & BLUEPRINT INTEGRATION / SCRIPTING

Blueprint Integration

Click to learn about the tech stack.

Character finite State Machine

FSM Implementation

Click to learn about the character code.

designed responsive 3d platformer Movement

Design specs

Click to view full design process.

implemented iterative playtest processes

methodology

Click to view full design process.

living design documentation

Design breakdown

Click to view full design process.

Projects Delivered

Senior Advanced Application Engineering Analyst

Accenture Technology

iOS/Web Application Development and Rollout

  • Analyzed SQL server schemas to compile and onboard business data, enabling key features for 10,000 pilot users.
  • Drove triage and prioritization of customer feedback with engineering leads, including backlog ownership of bug reports and feature requests, contributing to a high 35% premium conversion rate of monthly active users.
  • Drove automation of business data pipelines by collaborating with service engineers, accelerating pilot rollouts and saving over 1800 hours of manual effort.
  • Developed data maintenance strategy and delivered a product analysis with 20+ data maintenance pain points, including new feature requests aimed at enabling a long-term vision of full data automation.
  • Achieved perfect 200/200 performance score in client satisfaction surveys for delivering as a technical project manager on this project.

ASupply Chain & Ops Software Deployment

  • Conducted System Integration Testing (SIT) and User Acceptance Testing (UAT) to ship new SAP features on a rapidly scaling manufacturing project.
  • Developed reporting to monitor production system health across three separate procurement systems.
  • Owned end to end production support activities, including bug triage, proactive system monitoring, and end user training.
  • Resolved over 700 production incidents over 6 months.

Web Rollout & Accessibility

  • Developed bug triage standards and reporting dashboards to increase team agility, driving prioritization and completion of over 600 accessibility bugs ahead of product launch.
  • Coordinated development of bug triage standards across internal and client workstreams, including offshore delivery centers.

Software Test Engineer

Pactera Technologies

Earbuds Firmware Development

  • Conducted 130 firmware and user tests daily, resulting in the capture and resolution of dozens of bugs and UX issues.
  • Developed test procedures that resulted in expedited firmware flashing of new factory prototypes, saving 3 days of QA effort per prototype batch.

Multi-Disciplinary Skillset

Comp Sci. & Psychology Background

M.S. student in Computer Science. B.A. in Game Development and Design with minors in Computer Science, Psychology, and English.

Design & Technical Skills

Ability to both create innovative gameplay scenarios and implement them in performant, extensible architectures.

Toolset

Roles & Experience

Technical Game Designer

Soup Initiative Games

Technical Project Manager

Accenture

Advanced App Engineering Analyst

Accenture

Software Test Engineer

Pactera Technologies

DESIGN SHOWCASE

Immersive Sim/Stealth:
City Hunt

See More

Click to view full design process.

FPS Level:
City Hunt, Part II

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Action/Adventure Level:
Dungeon Trawl

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TECH SHOWCASE

Enemy AI, Modular Game Objects, Player Combat

SEE More

Click to view full technical breakdown.

Behavior Trees, Dialogue System, Dynamic Shaders, Event Triggers

SEE More

Click to view full technical breakdown.

C++ Based 2D Game Engine w/ Lua Scripting Support

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Click to view full technical breakdown.

DESIGN BLOG

ABOUT ME

My beautiful, fluffy doggo.

 

I am a technical designer with industry Technical Program Management experience shipping high-quality software in the tech space. My primary work experience is as an Application Engineering Analyst and Technical Program Manager at Accenture.

I am pursuing a Master’s in Computer Science from Georgia Tech, and I have completed a Bachelor’s in Game Development and Design from Purdue University with minors in Computer Science, Psychology, and English. Fun fact: I was also an animation major for two years.

I hold skills in both Unreal Engine 5 and Unity3D, with programming skills in C++, C#, and scripting experience with Unreal Blueprints and Lua. I have end to end experience of the software development lifecycle as a TPM, from planning and developing technical designs, to grooming user stories and managing Agile backlogs, to testing and deployment. 

I hold additional skills in 3D modeling, animation, and TV/video production using Autodesk Maya and the Adobe Creative Suite, incl. commercial experience making technology review videos. I am also an avid photographer, using Canon cameras and PhotoShop Lightroom to create vivid imagery of the Pacific Northwest.

 

  • Game Design – Experience identifying and meeting player experience goals, proficiency working with formal and dramatic elements of design, ability to communicate design decisions and ideas through effective documentation.
  • Design Thinking – Ability to use design thinking processes to develop solutions to challenges that meet the needs of all stakeholders.
  • Gameplay Programming – Proficiency in object-oriented programming and creating modular game assets that allow for quick iteration on game prototypes.
  • Unreal Engine 4
  • C++
  • Unreal Blueprints
  • Java
  • Autodesk Maya
  • Adobe Photoshop, Premiere Pro, After Effects, Illustrator

CONTACT

Feel free to leave a message, and I will respond as soon as possible!

Primary Residence

Seattle, WA

Email

harsha_mohite@outlook.com