Srinath Sourirajan
Flat ** Cornwall Works, * Green Lane
Sheffield S3 8SJ
*.***********@*****.***
Github: https://github.com/VRYZL
LinkedIn: https://www.linkedin.com/in/vryzl/
Portfolio: https://moonlitnightstudios.com/Teams/Srinath/
EXPERIENCE
Sumo Digital, Sheffield — Programmer
17th Oct 2022 - 30th Apr 2025
●Created editor customizations for properties and classes. Created custom editor modes with graphs to make mission scripting easier. Created custom UBlueprintGeneratedClass and extended blueprint compilers to handle custom blueprint classes. Created custom K2_Nodes.
●Designed and Implemented mission and dialogue systems, interaction systems and inventory systems.
●Carried out independent investigations to understand feature requirements and proposed solutions. Wrote detailed and concise technical documents to communicate findings to the team.
●Carried out investigations to understand third party tools such as Apparance, Ink script and PCG (in Unreal Engine) and in-house tools for ECS systems and wrote technical documents to compile findings.
●Wrote network optimised code. Converted existing systems to support network replication.
●Implemented pedestrians and traffic using MassAI system. Modelled and rigged a vehicle in blender and used Chaos Physics to make it drivable in Unreal Engine.
●Tested, debugged and fixed my code and other people’s code.
●Managed my own tasks. Created tasks from goals assigned to me, designed features and tools and implemented them to a more than satisfactory standard.
●Integrated EOS SDK for a prototype to playtest the game with the team.
●Used ImGui to create debug menus. Used Noesis GUI to implement GUI in a C++ game engine. XAML files were managed in Blend for Visual studio.
Arlea Studios, Brighton — Game Developer
03rd Jan 2022 - 30th Sep 2022
●Managed all code for the project. Designed and maintained the workflows, pipeline, code and documents.
●Used gameplay Ability System to implement abilities and effects.
●Created custom import tools to import csv files to create data tables, abilities, effects, characters and items.
●Implemented clean user friendly UI in UMG with keyboard and controller navigation.
Void Filler Studios, N/A — Programmer
01st Sep 2020 - 27th Jan 2021
●Managed all code for the project. Designed and maintained the workflows, pipeline, code and documents.
●Implemented 3 game modes for the game. Wrote all gameplay logic and match handling logic for all 3 game modes.
●Integrated Steam SDK. Used steam Inventory API and Transactions API to implement cosmetics and microtransactions.
●Implemented multiplayer lobby, hosting and lobby finding.
●Implemented UI in UMG.
●Designed levels, created animated materials and particle effects when required.
●Published game available on Steam: Golf party.
Other Projects
Quest and Dialogue System
Doc: https://moonlitnightstudios.com/Docs/QuestSystemPlugin/getting-started.html
Marketplace: https://www.fab.com/listings/e0208c24-8a1d-40ed-9bf6-dda679152940
●Designed and implemented a quest and dialogue system in Unreal Engine.
●Planned Milestones and sprints and managed documents for the project. Project management was done using ClickUp. Version control was done using a personal Perforce server hosted on my laptop.
●Wrote custom multi-mode editors and implemented editor widgets using Slate.
Game Launcher
●Wrote a simple game launcher for my Unreal Engine projects using WPF in C# using .Net Core 8.
●Used WebClient to download new versions of game files hosted on google drive.
●Used Process class to start a process for the selected game.
Runtime NPC dialogue generation using generative AI
●Conducted personal investigations to understand ConvAI and InWorld to use generative AI tools to generate unscripted dialogues for NPCs.
●Created characters, setup NPC information on ConvAI and InWorld web interface and provided contexts for dialogues.
●Used tools to convert player voice to text, sent them to the ConvAI and InWorld servers using respective API endpoints, received generated dialogue reply as text and generated voice for NPCs using generated text.
Parkour movement system for characters
●Wrote a parkour movement component to handle sprinting, climbing walls, hanging from ledges, shimmying left and right, jumping across gaps, and wall running. Animations were obtained from Mixamo and retargeted to Epic skeleton.
●Used IK solvers in animation graph to place bones on surfaces on slated ledges and limited hand movement so it does not extend beyond the ends of a ledge.
Community RPG learning project
●Implemented a Slot based Inventory system in Unity using C#.
●Implemented a simple dialogue system with dialogue boxes above NPC heads.
●Implemented NPC daily routines. NPCs would wake up, do work, go back to sleep. This can be interrupted by attacking them or if an enemy invades. NPC work can also be interrupted when they decide to talk to each other.
●Implemented Bow and Arrow combat. Implemented Physics based arrows. Implemented damage types for arrows.
●Led the gameplay team and allocated tasks to programmers. Was made the gameplay team lead in recognition of my contributions.
EDUCATION
Anna University, Chennai, India — B.E. Mechanical Engineering
2016 - 2020,
●Graduated ranked 1st in the department with a CGPA of 9.47 / 10.
●Good C++ experience from programming embedded systems like Arduinos.
●Good at CAD and engineering graphics and can visualise 3D space quite easily and am good at 3D math.
●Good at understanding mechanical concepts like Forward and Inverse Kinematics, Linear Algebra, etc.
●Designed and built an Electric Vehicle. Have a good understanding of automotive engineering and vehicle mechanics.
University of Sheffield, Sheffield, UK — M.Sc. Robotics
2021 - 2022,
●Graduated with a Distinction.
●Good at using C++ and Python for programming and controlling Robots.
●Good at advanced mechanical concepts for robot design - including solving complex inverse kinematics problems for multi-joint robots.
●Good understanding of AI pathfinding and obstacle avoidance algorithms.