MILIND NILEKANI

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  • Home
  • Work Experience
  • Resume
  • Academic Projects
  • Blog
  • Side Projects

WORK EXPERIENCE

Portfolio link with demos and sizzle reels

AZRA GAMES: UNGODLY

  • Lead engineer for the combat pod shipping Ungodly, an action adventure RPG for Android, iOS and Steam..
  • Tasked with shipping 2-3 characters and 1-2 enemy clans and bosses every milestone. Work included creating abilities using Unreal Blueprints, integrating audio, VFX and animation for the character.
  • Implemented an in-game tool to show and hide adult content like blood and nudity in combat and the environment, which was crucial for Apple Showcase as well as media announcements.
  • Implemented Csv tool in engine for character and enemy designers to export data to and back from Google Sheets and the engine.
  • Worked on in-game optimizations and bug fixes using the Unity Profiler for the Central Tech team fixing animation hitches and performance drops.
  • Owned the enemy behaviour system involving how each encounter distributes attack tokens among the enemies, which allow the designers to balance the intensity of enemies.
  • Crucial for final polish to make the game as beautiful as possible before launch including camera improvements, swing friction during melee attacks, meta progression.

SEISMIC GAMES : SPELLSLINGERS

Spellslingers is a card game I worked on from pre-production to end of soft launch from 2017-2020 under Seismic Games in collaboration with Wizards of the Coast. I touched the entire project but was primarily proud of:
  • Card tool for creating cards and their interactions with graphs and blackboard components tied into our gameplay. Example of a card created with OnCardDrawBehaviour graph. Save the target card as a variable and then perform interactions with it like Buff +1/+1. This supported audio, VFX, shader and material behaviour and a lot of other scripting inserts that designers could use for visuals and performed gameplay interactions using values like Power, Health, Cost etc.
  • Inverse Kinematics for Planeswalker and card interactions
  • Visual card prefabs
  • Git hooks for submitting work
  • UI, implementation for unique Planeswalker powers for Gideon, Ashiok etc
  • Worked on tutorial and trigger scripting languages which designers used to place content in game lifecycle.

NIANTIC: MARVEL WORLD OF HEROES

Marvel World of Heroes was a superhero fantasy location based game I worked on with Niantic from 2020-2023. I lead combat where the fantasy was for you to carry melee and ranged weapons and fellow Marvel characters and other heroes into combat and fight crime and save the world! You were also a Nexus being capable of switching realities in the real world with different content available!
I worked on:
  • Building the baseline combat core systems which took in inputs and produced results
  • Created a combat simulation tool which allowed designers to play the game in the Inspector (cool EditorWindow tool!). This supported unit testing, batch testing. Also supported the designer to create custom players and pull their inventories and abilities/allies from any feature environment to balance for all player types.
  • Implemented bots and civilian avatars support in game and cutscenes
  • Worked on animation and combat state machine
  • Implemented consumables and ability to train abilities and heroes
  • Integrated custom avatars as allies and enemies to support PvP
  • Prototyped fun economy based features like weapon rentals or weapons as a consumable.

GENIES - GENIES PARTY​

iOS app store link
Deep dive about Genies Party and Traits system

​Genies Party is an iOS (in future will be available on Android too) app built with User generated content, interoperability in mind and creating a virtual universe where an avatar is the form of self expression and your own individualistic quirks and personality can be rubbed off on your avatar via the Traits system. In Genies Party, you can talk to an AI doll daily, who awards you Traits. Based on these Traits, your avatar's animations and gameplay + aesthetics like environments within Experiences can be changed. You can also visit other people and your friend's Spaces where you can see their statuses, react and comment to them and also see what mood they are in. One of the highlights (which has never been done before in Unity) is the Spotify integration where you can see and listen to what the person is currently or was listening to. When you enter their Space, if their Spotify is connected, you can listen to a 30 second preview of the song within the Unity app itself. If you click on the widget, it will deeplink you into Spotify where you can listen to the whole song.
  • Built the foundational system for the Space feed
  • Integrated Braze notifications and deeplinking which were crucial for the social loop and retention + engagement like reactions, status and commenting, when the AI is ready to talk again etc
  • Implemented the Status and commenting and Reactions features
  • Integrated Experiences into the Genies Party app which allows any first or third party developer to hook their game into our metaverse
  • Integrated the Genies Avatar Editor as a Unity package and included both pre built assets and User generated content
  • Built the Spotify integration in Unity from ground up including auth, encryption of Spotify tokens, fetching data using Spotify API , listening to previews and deeplinking into Spotify app
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