Harsh Dulani
Gameplay & AI Programmer
- 2025 - PresentLead Gameplay Programmer Saturday Games
-
Lead gameplay architecture and technical direction for a team of 6, making engineering decisions, establishing pipelines, mentoring developers, and ensuring long-term maintainability.
-
Architected and implemented core gameplay frameworks spanning Combat, Quest, Interaction, Input Buffering, and Quick Time Events, creating reusable foundations across multiple projects.
-
Built modular combat and traversal systems integrating player abilities with systemic gameplay features, and led critical redesign efforts that improved scalability while avoiding costly rework during production.
-
Developed AI systems for enemy and boss behaviors while partnering closely with design to align gameplay mechanics, pacing, and technical constraints.
-
Owned technical delivery of a major live update for Dwelling, driving scope definition, task breakdown, milestone planning, and cross-discipline execution. Read about my work on Dwelling
-
Led development & release of Plasma Boi through release. Plasma Boi On Play Store
-
- 2025 - 2025Unreal Faculty Ecole Intuit Labs
- Directing system design and gameplay implementation for a Steam game developed by final-year undergrad students, in an Incubator setting.
- 2022 - 2025Junior Programmer Sumo Digital
-
Served as technical owner for multiple core Fall Guys gameplay systems, including Blast Balls, Carryables/Draggables, and Bounceboards, driving feature development, debugging, and long-term system reliability.
-
Resolved complex networking, replication, and client-server authority issues across shipped gameplay features, improving consistency and stability in high player-count multiplayer scenarios.
-
Contributed to a multithreaded, deterministic ECS-based population simulation supporting 40,000+ entities, developing pedestrian behaviors, traffic systems, and large-scale population flow mechanics.
-
Designed a simulation debugging system including tooling for per entity inspection, recording, playback, and rewind capabilities, significantly improving analysis and iteration of deterministic simulations.
-
Developed gameplay systems across Unreal Engine projects, including Gameplay Ability System based Buff/Debuff frameworks, AI-driven interaction systems, stealth executions, and context-aware traversal mechanics.
-
- 2021 - 2022Unity Game Developer DayDreamz Studio
-
Led a team of up to 12, driving end-to-end development across gameplay and performance-critical systems.
-
Engineered reusable modular systems adopted across multiple projects.
-
Introduced design patterns and coding practices, improving maintainability and reducing bug-prone implementations.
-
- 2019 - 2020Software Engineer Indigital Technologies
-
Developed Unity minigames, VR showcases and product demos for products by leading industry clients.
-
Architected an automation pipeline to streamline development of Unity projects, reducing memory usage by up to 70%.
-
Implemented RESTful APIs and leveraged FFMPEG libraries with C# to implement video creation features into Unity.
-
- 2022Diploma in Game Design & Development FX School Mumbai
- Awarded a 100% scholarship.
- Learned Game Design, Prototyping, Unity & Unreal Engine development & 3D modeling
- Developed a 2.5D side scroller game Vikram Betaal, as a final semester project. Made in Unity with a Combat, Dialogue System & Character Controller.
- Published a 3D Unity Action game Graveyard Rob, as a deep dive in Unity core systems & Production.
- 2019Bacherlor's Degree, Engineering (Information Technology) University of Mumbai