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Pravin Babar

Technical Director

 

Email:

pravin.babar.queries@outlook.com

 

Address:

Culver City

CA 90230

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Hello! I'm Pravin

 

Software Engineer by trade, artist, poet and guitarist at heart, mathematician, science geek and video gamer by passion...

EXPERIENCE
EXPERIENCE
2022-Current

Technical Director

SKYDANCE INTERACTIVE
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Current Title: Unannounced VR Project, The Walking Dead: Saints & Sinners

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Studio Technical Director, in an Unreal Engine 4 based codebase

  • Working with the creative director and production director to plan, track and facilitate the team in setting goals, deciding feature sets and achieving milestones

  • Working with Oculus and Sony on VR Hardware requirements and evaluation

  • Optimizing CPU/GPU performance for Oculus Quest 2, PSVR and PC platforms

  • Workflow improvements in terms of tools, guidelines and backend processes

  • Leading a team of talented and passionate engineers and leads 

  • Providing mentorship, guidance, technical direction and motivation to the team

  • Reviewing code, evaluating performance and helping set and achieve career goals

  • Interviewing and hiring the best talent for the studio

  • Structuring the internship program for the studio

2019-2022

Lead Software Engineer

UNBROKEN STUDIOS

 

Working Title: Suicide Squad: Kill the Justice League Project

 

Technical Director with focus on management and coordination of co-development efforts with Rocksteady Studios, in an Unreal Engine 4 based codebase

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  • Worked with the design director and creative director to lead the development of

    • Gameplay (Weapons, RPG, AI and more)

    • Multiplayer and Networking (Online, backend, networked gameplay and more)

    • Tools (Perforce plugins and more

  • Facilitated communication between the studios, overcoming challenges with differences in time zone, studio culture, workflow and production pipelines

  • Improved workflow by introducing better code review structure, compilation improvements, introduction of SN-DBS distributed compilation, P4 Tools

  • Managed and mentored a team of six engineers and two leads as direct reports

    • Code reviews, guidance, technical direction and motivation

    • Performance evaluation and Career Development

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• Helped grow the studio from about 23 to 75 employees over a period of two years

  • Interviewed engineering and other related discipline candidates

  • Introduced better programming tests for junior and mid level candidates

  • Helped revamp performance review cycles and content for 360 reviews

  • Introduced a mentorship program for general studio knowledge growth

  • Was a part of a diversity channel for efforts towards diversity and inclusion

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2018-2019

Lead Software Engineer

BAD PANDA INC.
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Product developed: GifYourGame (gifyourgame.com)

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Project lead engineer for a middleware which records and processes gameplay clips for games like Fortnite, PUBG, Rocket League etc.

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  • Managed a team of five engineers as direct reports while developing the following features in C++ and Javascript:​

    • Replay parsing for games in Unreal Engine 4: Fortnite, PUBG, Rocket League.

    • Implementation of cinematic rendering of GIFs created from replays.

    • Backend managements for clip generation and renderers.​

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2015-2018

Senior Software Engineer

TREYARCH
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Shipped Title: Call of Duty: Black Ops 4

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​Worked on A.I. and gameplay systems:

• Developed several A.I. archetypes, in collaboration with artists and designers, for different game modes such as campaign and zombies

• Helped with networking optimization for Battle Royale 100 player gameplay

• Implemented different weapons and other gameplay features

• Did an overhaul of trigger systems to help level designers and gameplay scripters

• Optimized network usage of animated props in maps

• Managed and mentored two junior gameplay engineers

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Shipped Title: Call of Duty: Black Ops 3

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• Fully revamped the UI authoring pipeline by developing a Photoshop-like UI tool which helps in authoring and integrating immersive UI along with art into the game without relying on tedious scripting

• Managed and mentored a summer intern for four months. His tasks involved UI and Online system features

• Worked on several networking, online systems, UI and backend features on the PS4 and XBOX One platforms

• Worked on the in-game scoreboard and the Groups feature which allows people to create and manage clans and guilds

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2011-2015

Software Engineer

TREYARCH

Shipped Title: Call of Duty: Black Ops 2

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  • Improved UI authoring workflow by transitioning the UI system implementation from an old macro based system to a more robust lua script based system

  • Worked on several networking, online systems, UI, backend, statistics, gameplay systems and scripting features on the XBOX 360, PS3 and PC platforms which include:

    • Implementation of new types of guns, grenades and aircraft

    • Leaderboards, Create-a-Class, Combat Record, League Play and Friends List

2009-2011

Associate Software Engineer

TREYARCH

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Shipped Title: Call of Duty: Black Ops

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Worked on several features on the XBOX 360 and PlayStation 3 and PC platforms related to networking, online systems, UI, backend and statistics, which include:​

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  • Console specific implementation for In-game host migration (PS3).

  • Several runtime optimizations for the UI system.

  • Backend stats, storage and UI for Leaderboards, Create-a-Class, Combat Record and After Action Report.

  • Console specific implementation and UI for the in-game friends list (XBOX 360 and PS3).

EDUCATION
EDUCATION
2007-2009

M.S. Computer Science

University Of Southern California

Los Angeles

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2002-2006

B.E. Information Technology

V.J.T.I.

Mumbai, India

SKILLS
SKILLS

C, C++, C#

HTML, XML, JSON

Fluent: English, Hindi, Marathi

Python, Lua

Perforce

Beginner: German, French 

EXPERTISE
HOBBIES
Drawing

Photography

CONTACT
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