
Pravin Babar
Technical Director
Email:
pravin.babar.queries@outlook.com
Address:
Culver City
CA 90230
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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
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Working with the creative director and production director to plan, track and facilitate the team in setting goals, deciding feature sets and achieving milestones
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Working with Oculus and Sony on VR Hardware requirements and evaluation
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Optimizing CPU/GPU performance for Oculus Quest 2, PSVR and PC platforms
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Workflow improvements in terms of tools, guidelines and backend processes
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Leading a team of talented and passionate engineers and leads
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Providing mentorship, guidance, technical direction and motivation to the team
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Reviewing code, evaluating performance and helping set and achieve career goals
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Interviewing and hiring the best talent for the studio
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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
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Gameplay (Weapons, RPG, AI and more)
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Multiplayer and Networking (Online, backend, networked gameplay and more)
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Tools (Perforce plugins and more
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Facilitated communication between the studios, overcoming challenges with differences in time zone, studio culture, workflow and production pipelines
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Improved workflow by introducing better code review structure, compilation improvements, introduction of SN-DBS distributed compilation, P4 Tools
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Managed and mentored a team of six engineers and two leads as direct reports
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Code reviews, guidance, technical direction and motivation
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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
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Interviewed engineering and other related discipline candidates
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Introduced better programming tests for junior and mid level candidates
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Helped revamp performance review cycles and content for 360 reviews
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Introduced a mentorship program for general studio knowledge growth
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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:​
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Replay parsing for games in Unreal Engine 4: Fortnite, PUBG, Rocket League.
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Implementation of cinematic rendering of GIFs created from replays.
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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
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Worked on several networking, online systems, UI, backend, statistics, gameplay systems and scripting features on the XBOX 360, PS3 and PC platforms which include:
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Implementation of new types of guns, grenades and aircraft
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Leaderboards, Create-a-Class, Combat Record, League Play and Friends List
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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).
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Several runtime optimizations for the UI system.
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Backend stats, storage and UI for Leaderboards, Create-a-Class, Combat Record and After Action Report.
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Console specific implementation and UI for the in-game friends list (XBOX 360 and PS3).
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

C, C++, C#
HTML, XML, JSON
Fluent: English, Hindi, Marathi
Python, Lua
Perforce
Beginner: German, French
HOBBIES
Drawing




Photography




