Open to Unreal & graphics programming roles

Pranav Kushwaha

Game Engine & Graphics Programmer

  • Game Optimization Engineer @ Samsung Electronics.
  • 7+ years in C++, Unreal Engine, Unity and Custom engines.
  • GPU profiling and rendering on PC, PS5, Mobile and Vision Pro.
  • Building a Vulkan 1.3 engine in my own time.
  • C++
  • Unreal Engine 5
  • Vulkan
  • OpenGL
  • PS5 (AGC)
years in game development
7+
less VRAM on Apple Vision Pro at Tencent
40%
fewer draw calls in Project T on PS5
42%

Professional work

Shipped at Samsung Electronics, Tencent and Pole To Win

Performance, rendering and engine work on commercial projects. The code is under NDA, so these are the measured outcomes.

  1. 2025–now Samsung Game Optimization Engineer
  2. 2024–2025 Tencent UE5 on Apple Vision Pro
  3. 2023–2024 Newcastle University MSc, Distinction
  4. 2021–2023 Pole To Win Unreal & C++ developer
  5. 2018–2021 Freelance Unity games for clients

Samsung ElectronicsCurrent

Game Optimization Engineer

Jul 2025 – Present · Staines, UK

Optimization tooling and engine plugins for an unannounced project.

less inter-process bandwidth after replacing JSON with a binary protocol
32%
application co-authored on rendering performance techniques
Patent
  • C++
  • C#
  • Unreal Engine
  • Unity
  • RenderDoc
  • Nsight Graphics

TencentAfter MSc

Game Client Development Intern

Sep 2024 – Jul 2025 · London, UK

Unreal Engine 5 rendering and UI for Apple Vision Pro.

less VRAM by passing ASTC-compressed textures to the native visionOS renderer
40%
source changes so UMG UIs work with Vision Pro eye-gaze and pinch
UE5
  • C++
  • Unreal Engine 5
  • visionOS
  • RealityKit
  • RenderDoc

Pole To Win

Software Developer (Unreal Engine)

Mar 2021 – Sep 2023 · Hyderabad, India

Engine, gameplay and build-size work across three projects in Unreal Engine and C++.

APK size, by streaming game content as PAK files mounted at runtime
1 GB → 45 MB
onboarded engineers and technical artists who were new to Unreal Engine
Mentor
engine modules built in C++: input, debugger and profiler
3
How the APK went from 1 GB to 45 MB

Challenge. The APK was too large to upload to the Play Store, and load times were long.

Insight. PUBG Mobile ships multi-gigabyte maps from an APK of around 83 MB, so its content had to be downloaded on demand. I set out to do the same.

Approach

  • Packaged gameplay, lobby, shop and level content as PAK files that are downloaded and mounted at runtime.
  • Replaced hard references with soft references, so assets load asynchronously when needed and unload when they are not.

Results

  • The APK dropped from 1 GB to 45 MB. It now ships only the main menu and the module that downloads everything else.
  • Loading and unloading assets on demand lowered RAM usage.
  • Loading only the PAK files in use improved cache hit rates.
  • C++
  • Unreal Engine
  • Lua
  • Android
  • Multithreading

Personal projects

Engines and renderers I build outside work

C++ on Vulkan, OpenGL and the PS5 graphics API, using focused libraries such as GLM, EnTT, GLFW and Assimp rather than a commercial engine. Some began as MSc coursework at Newcastle University.

Top-down view of a sandy arena with green blocks, red collectibles and a timer reading 182 seconds

CompleteCross-platform renderer

Project T

A top-down game with its own rendering pipeline for PlayStation 5 and Windows.

  • C++
  • OpenGL
  • GLSL
  • AGC
A reflective blue tiled sphere lit with physically based shading above rough brown terrain

CompleteRendering

PBR in OpenGL

A physically based, deferred rendering pipeline written from scratch.

  • C++
  • OpenGL
  • GLSL
  • PBR
A low-poly forest of dark green trees on bright grass with grey mountains and a building under a night sky

CompleteRendering

Stylized Scene in OpenGL

A real-time stylized scene with GPU instancing, culling and cel shading.

  • C++
  • OpenGL
  • GLSL
  • GPU instancing

Personal achievements

  • 1st place, Smart India Hackathon 2020Led the winning team.
  • 10th worldwide, Decentraland Game Jam 2.0Global ranking across all entries.
Pranav Kushwaha in glasses and a blue T-shirt, smiling in a narrow shopping lane
United Kingdom

About

From Unity freelancing to Samsung, Tencent and my own Vulkan engine

I started in Unity, freelancing for clients while still at college, then moved to Unreal Engine and C++ at Pole To Win, building engine modules and mentoring engineers new to Unreal.

After an MSc in Computer Games Engineering with Distinction, I brought Unreal Engine 5 rendering to Apple Vision Pro at Tencent. I now build optimization tooling at Samsung, and spend my own time on a Vulkan engine.

Core skills

  • C++
  • Unreal Engine 5
  • Unity
  • Vulkan
  • OpenGL
  • GLSL
  • PS5 (AGC, PSSL)
  • ECS
  • Multithreading
  • RenderDoc
  • Nsight Graphics

Education

  • MSc Computer Games Engineering, DistinctionNewcastle University, UK · 2023 – 2024
  • Bachelor of Engineering, Computer EngineeringSagar Institute of Research & Technology, Bhopal, India · 2016 – 2020

Recommendation

What my manager said

“He quickly became a core part of the development team. He took on multiple responsibilities on the project including on-boarding and mentoring multiple engineers and TechArtists who were unfamiliar with working on Unreal Engine.”

Read the full recommendation

I had the good fortune of working with Pranav for about 2.5 years as his Manager at PTW. He joined as a Junior Unity developer but when presented with an opportunity to learn and work with Unreal Engine, he took it and put in the hard work to learn it with very little guidance. He successfully delivered the trial solo game that he worked on with Unreal and the game looked and played fantastic. Based on the high quality of the game, he was put on a multiplayer mobile game using Unreal and C++ and he quickly became a core part of the development team. He took on multiple responsibilities on the project including on-boarding and mentoring multiple engineers and TechArtists who were unfamiliar with working on Unreal Engine. Because of his friendly demeanour, patience, and willingness to help out, many team members felt quite comfortable approaching him for any kind of technical issues and he helped them the best way he could.

He left us to pursue higher studies in Game development, with the help of which, I have no doubt that he will become an even better game developer. He possesses very good written and spoken communication skills and is always very professional in his conduct. He is a very curious person by nature and strives to understand/learn new things constantly. I definitely recommend him for any Game Developer position.

Santosh Shedbalkar
Head of Engineering, 1518 Studios, Inc
Managed Pranav for about 2.5 years at Pole To Win

Contact

Get in touch

I'm open to Unreal & graphics programming roles. Email is the fastest way to reach me.