top of page
  • github
  • White LinkedIn Icon

​

As a student, I believe education is about continuous exploration of ideas, beliefs and values in addition to our academic pursuits. Thus, exposure outside the classrooms for me is of definite importance. I believe that the field of Game Development provides me with an opportunity to put in the experiences of being a gamer and the academic knowledge gained over the past years.

​

I have had my passion drive me where I already know what I want to do in the coming years and I give my 100% in terms of commitment and dedication to anything that I take up. 

Keyboard and Mouse
LinkedIn%20Profile%20Pic_edited.jpg

Taksh Goyal

Gameplay Programmer | AI Programmer | Gameplay Design | Software Engineer

​

Phone:

+1(206)-483-9318

 

Email:

taksh.goyal125@gmail.com 

 

Address:

9200 Woodinville, Redmond, WA-98052

​

Date of Birth:

September 10th, 1995

​
EXPERIENCE
EXPERIENCE
Marble Surface
2021

Game Programmer

ACIDTRIP ARTS PVT LTD., INDIA

  • Casual Mobile 3D Side Scroller game

2017

Summer intern

DEFENSE RESEARCH AND DEVELOPMENT ORGANIZATION (DRDO), Delhi, INDIA

  • Built a quiz for Computer Science students entering the organization

  • .php and MySQL were used for building the same

Marble Surface
EDUCATION
EDUCATION
Marble Surface
2019-2021

Master's Degree

DIGIPEN INSTITUTE OF TECHNOLOGY, Redmond, WA, USA

M.Sc. Computer Science 

2014-2018

Bachelor's Degree

SRM UNIVERSITY, Delhi-NCR, INDIA

B. Tech. Computer Science

Shadow on Concrete Wall
SKILLS
SKILLS
Shadow on Concrete Wall

C++ - Advanced

C - Advanced

C# - Proficient

Unity3D - Proficient

 Unreal - Intermeditate

OpenGL, SDL

JAVA, .PHP, Python

Marble Surface
EXPERTISE
EXPERTISE
Marble Surface
GAMEPLAY PROGRAMMER

Having Played a lot of games from the very beginning has inculcated a sense of how and why it is one of the important duties in the gaming industry involving dedicated mindset for how things work in a virtual video game world and the tweaking involved to reach just the point of perfection for the user to find the video game as immersive as the real world itself.

AI PROGRAMMER

Having learnt a lot of new techniques and implementations of how to make a program artificially intelligent to detect setbacks as early as possible and Also in the Game Industry, how it is used to create multiple NPCs and their respective behavior.

SOFTWARE ENGINEER

The basic knowledge that compiles the first two expertise columns. This has been the very foundation to understanding video games and their implementations in the first place. From printing out "Hello World" to building a software is a journey that involves years of practice and dedication.

ACADEMIC & PERSONAL PROJECTS

  • Unreal Engine Demo (Summer 2021 Solo Project): A 3D Platformer Game Demo made in 8 days Using the Unreal Engine can be seen with Basic AI Enemies on the 2 levels created with smooth player movement and animations.
 
  • Space Rider (Spring 2021 Team of 4): Using previously Created Custom Engine, Developed a 3D Game, an Asteroid Shooter type Game. From Gameplay Perspective, plenty of elements were added. Such as the Randomly (but Player-Centric) moving Asteroids, Suicide Bombers, Enemies with static behavior which would come near to the player and start shooting it. Homing Missile power up, Dash power ups. The game had other mechanisms shown in the video which was stunning visual player-game feedback, progression system and UI etc.. developed by other teammates.  
​​
  • Custom Game-Engine & Prototype (Fall 2020 Team of 5, Project): A 3D game engine was created. From an AI programmer's point of view, it had Behavior-Trees and Black-Board Architecture. Later, 3 prototypes were created which took Behavior-Trees for the Enemy-AI and the player's input mechanics for the actual gameplay. The 3D Game engine overall consisted of an advanced rendering pipeline containing cluster based rendering, soft moment shadow maps, particle system, Basic 3D physics(collision response and resolution), animations, Unity like ECS(Entity Component System) architecture and Unreal Engine like UI features like Gizmo, object pick and choose system which was multi-threaded and gave 60 frames per second without any frame drops.
​​
  • Amazons Board-Game (Fall 2020 Math Project): Created a text-based ASCII game. Created an AI for the game to play with the human player. The AI followed a Min/Max, Max/Min strategy to play its move and the game was able to detect Win/Loss at a game-tree of height 3. 
​
  • Artificial Intelligence in Games (Summer 2020 Solo Projects): Implemented 5 different Behavior Trees with visually and intellectually different behaviors. Implemented vanilla A* search on a 2D grid with rubber-banding and smoothing. Implemented Terrain analysis for a real time strategy framework including Field of View, Occupancy Map, Visibility, Openness, Hide and Seek etc... Implemented Smart Objects as a research project to display and show that this approach is beneficial in ways to have a cleaner player data and many other advantages.
​
  • Math Projects (Unity3D Solo): Created a separated grid of tiles to show the solving of 2-dimensional wave equation using a Fourier Transform(with Riemann Sum) and Created a Mesh to show the solving of initial boundary value problem of a 2D wave equation.
​
  • Light of Empyrion: Forefront of Abyss (Master’s team of 4 Spring project 2020): Created a custom engine, worked on 2D physics(detection & resolution), FMOD integration and audio management, game design and gameplay programming. Watch Video
​
  • Tsk Game Engine & Game (Master’s Solo Fall Project 2019): Created a 2D Game (Matrix Style), with Event Manager, Component System, Object Factory, Physics(collision detection), OpenGL implementation with SDL 2.0, GLSL (low level). Met basic requirements for the Game Engine and a Game.
​
  • Graphics Project (Master’s Graphics Project 2019): Implemented Lighting (Phong’s & BRDF), Shadows, Normal Maps and textures, Reflection to the framework provided by the Professor. Understanding the Graphics pipeline and the basic mechanics required for all above to be implemented.
​
  • Aniam (Unity3D 2018 – Solo Project): Created a 3x3 map using asset store and filled it with correctly placed hills, trees, patches of grass and stony areas. Rigged a Character (created with MakeHuman) with multiple animations taken from asset store and created a scene that has Character’s UI health, hunger, thirst depleting with time. Day and Night settings with lighting with third person camera onto the character.
CONTACT
bottom of page