Vineet Kumar
Vineet Kumar
Development Tester for Lumeto, Inc. QC Game Tester in Ubisoft for 3.5 years Graduate in Game Programming from George Brown College Bachelor of Engineer in Computer Science
Development Tester for Lumeto, Inc. QC Game Tester of Ubisoft Graduate in Game Programming B.E. in Computer Science

About Me

Greetings! I’m Vineet Kumar, a dynamic Game Developer and Tester specializing in VR, PC, and Web technologies. Here’s a snapshot:

 Professional Overview:
  • Current: Development Tester at Lumeto, Inc. (Involve XR).
  • Previous: Game Tester at Ubisoft.
 Education:
  • Honors graduate in Game Programming, George Brown College (2022).
  • Bachelor’s Degree in Computer Engineering, Pune University (2014).
 Career Journey:
  • Smooth transition from Android Development to Game Testing and Development.
 Highlights:
  • Passionate gamer (League of Legends, Valorant).
  • Avid reader and anime enthusiast.

Ready to contribute my technical skills and gaming passion to elevate your team. 

Greetings! I’m Vineet Kumar, a dynamic Game Developer and Tester specializing in VR, PC, and Web technologies. Here’s a snapshot:

Professional Overview:
  • Current: Development Tester at Lumeto Inc. (Involve XR).
  • Previous: Game Tester at Ubisoft.
Education:
  • Honors graduate in Game Programming, George Brown College (2022).
  • Bachelor’s Degree in Computer Engineering, Pune University (2014).
Career Journey:
  • Smooth transition from Android Development to Game Testing and Development.
Highlights:
  • Passionate gamer (League of Legends, Valorant).
  • Avid reader and anime enthusiast.

Ready to contribute my technical skills and gaming passion to elevate your team.

Core Skills

Engines

Languages

version Control

Project Management

Engines

Languages

C++, C#

Version Control

Project Management

My Portfolio

For honor

For Honor

AAA Melee Action Game

QC functionality Game Tester for all 3 platforms of the project prior to release of the game (2017). Adept in most types of Functionality Game Testing, including networking. Specialized in PC Compliance testing coordinating with teams from 4 other Ubisoft studios. Formulated test-cases which were considered for "low probability - high severity" bugs.



QA

Just Dance 2017

Just Dance 2017

Dance, Rhythm, Party Multiplayer

QC functionality Game Tester for the Seventh Generation Consoles (PS3, Wii, X360). Performed several types of testing with a knack for finding and reporting bugs at a fast pace.



QA

Buff Babies

GENRE
Side-scrolling 2.5D platformer
PLATFORM
Xbox, PC
ENGINE
Unreal Engine, C++
GROUP SIZE
4
ROLE
Gameplay and UI/UX Programmer

Buff Babies is a game where the player controls a baby character who is having a dream of fighting monsters and collecting candies throughout the level. The buff baby has learnt a set of combos of punching and kicking from the daily habits and the watching TV. Reach the end of the level avoiding traps, swinging hammers, and collect all possible candies and power-ups.

  • Solely responsible for all the Screens (Splash, Title, Loading) , Menus, UI, IGM, Achievements & Leaderboards.
  • Created Cinematics (Sequence feature of UE4) with text narration for the Intro and Outro sequence of the game.
  • Followed Microsoft’s TCR: Button Prompts, Controller disconnection scenarios, TV Safe Zones (Title/Action).

Distortion of Emily

GENRE
Third Person 3D Platformer Shooter
PLATFORM
PC
ENGINE
Unity Engine, C#
GROUP SIZE
Solo Game Jam
THEME
10 Seconds (Inspiration: Dishonored, Superhot, Naruto)

Distortion of Emily is a game based on the Game Jam’s theme “10 seconds” where player has to utilize Emily’s time manipulation ability to defeat as much enemies as possible (minimum being 20). When the ability is activated, she slows down the time and must strategically place the attacking projectiles at the right direction to trigger the time slowing ability again.

  • Utilized Unity packages Visual Effect Graph and Shader Graph to create custom VFX and shaders that suits the theme.
  • Used Blender tool to create a customized 3D model for the “shatter with physics” effect of the Bots when hit with player’s projectiles.
  • Used Bloom package’s Post-processing, Lens Distortion, Chromatic Aberration for an amazing UX feel of the game.

Riona the Empire Saviour

GENRE
Third Person 3D Platformer
PLATFORM
Android, PC (WebGL)
ENGINE
Unity Engine, C#
GROUP SIZE
5
ROLE
Lead Software Engineer

Riona The Empire Saviour is a game where the player controls a wanderer named Riona, who must make use of her agility, marksmanship & magical skills to eliminate the enemy invasion force. The setting for this game is geared towards a medieval fantasy style.

  • Handled the 3Cs along with the unique projectile-combat system.
  • Created the Player Movement & Combat UI with On-Screen controls.
  • Developed Riona’s projectile attack system with object-pooling, VFX.
  • Carried out the responsibilities of a Team Lead: Setting a coding etiquette, Allocating tasks utilizing ‘micro-tasking’, handling the main repository branch and reviewing every PR before merging the feature.

Hour of Yōkai

GENRE
Top-Down 2D Adventure Puzzle Explorer
PLATFORM
PC
ENGINE
Unreal Engine, C++
GROUP SIZE
16 (total in 2 semesters)
ROLE
Gameplay Programmer

Hour of Yōkai is a game where the player controls a Spirit named Tama and must find  different Yōkai to gain powers and reach Shumoku. Also there are other Yōkai that give hints to solve puzzles using items. Correct item must be used at correct spots using these hints. The game has a Japanese folklore theme. (Game was still at pre-alpha stage for this video.)

  • Implemented 3Cs of Tama with movement, animation and interaction using C++.
  • Created customizable NPC/AI interaction components for game designers: dialogue tree maker & its HUD, decision response for gameplay progression. 
  • Responsible for coordinating with the sound designer and implemented all the sound FX & music created for the game.

Triads Of Hell

GENRE
Third-Person 3D Survival Shooter
PLATFORM
PC
ENGINE
Unity, C#
GROUP SIZE
Solo Project
ROLE
N/A

The game is a Zombie Survival Shooter for the PC platform. The player must guide James to the stronghold base of humanity. To do this he must survive against a horde of zombies, while finding a C4 to destroy the truck blocking his doorway for the stronghold.

  • Developed the 3Cs for James along with animations for movement with and without weapons.
  • Added a time-restricted objectives with prompts to guide the user. This makes the game more better w.r.t. UX.
  • Created the grenade launcher to target a particular set of zombies that do no die with the default weapon.
  • Created the firing and explosion animations along with trail of smoke for the grenade launcher.

Q*bert (replica)

GENRE
2D Arcade Game
PLATFORM
PC
ENGINE
Unity, C#
GROUP SIZE
Solo Project
ROLE
N/A

This is a replica of the classic arcade game known as “Q*bert”. The player 2 extra lives and must hop on all the blocks to change its color. Q*bert has 3 enemies – Red ball, Purple ball and Coily. When the purple ball reaches the lowermost block, it transforms into Coily and chases Q*bert. Use the side colorful platforms for fooling Coily and the ally, Green Ball, to freeze everyone in the game.

  • Uses the Bezier Curves to handle the unique jump pattern of all objects.
  • AI keeps track of the player’s position and adjusts the path for finding the most optimistic path to that location.
  • Uses Unity PlayerPrefs to keep track of high-score.

Drive-By

GENRE
3D Action Car Combat
PLATFORM
PC
ENGINE
Unreal Engine, C++
GROUP SIZE
Solo Project
ROLE
N/A

This is my first Unreal Engine project. The player controls a car which has driving mechanics similar to Rockstar Games Grand Theft Auto. The car is loaded with a turret that follows the mouse movement to aim and the player must use it to defeat the 10 turrets placed throughout the city map.

  • Uses both UE4’s built-in feature and custom C++ code for the car’s movement and control. Modified to make it similar to GTA.
  • UE4 Particle Effects have been used for the projectiles and explosion animation.
  • Has the feature to correct the position in case the car topples to be upside down.

Arcade Physics Project

GENRE
Arcade Physics
PLATFORM
PC
ENGINE
SDL, C++
GROUP SIZE
Solo Project
ROLE
N/A

This is a Physics project aimed to simulate the principles of Energy Transfer using force. The air hockey theme makes it easier to understand how transfer of energy from the paddle to the puck works. The player has the option to check the collision boxes as well as change the paddle orientation from horizontal to vertical (and vice-versa). The green side of the base scores points, and red side deducts points.

  • Custom Engine using SDL/C++ for Physics, Graphics, Audio, along with Collision and Event Managers.
  • Tracker for the physics elements – velocity, energy conserved and mass.
  • Ability to invoke ImGUI to modify parameters of the Physics Simulation: change the orientation of paddle, show collision boxes, and change the shape of the puck.
  • Video has my verbal narration parts that was used for submission of this project.

Castle Maze Graphics Project

GENRE
Puzzle
PLATFORM
PC
ENGINE
OpenGL API, C++
GROUP SIZE
2
ROLE
N/A

Castle Maze is a 3D Graphics Project made using the OpenGL API with C++ coding. Renders 3D Vector Shapes of Grid, Plane, Cube, Cone and Prism. The objective is to explore the maze, find the key and place it at the spot in the centre of the maze. The feedback is notified via the console that opens beside the main window.

  • Custom fragment and vertex shaders.
  • Loads the external textures and binds them accordingly with the correct parameters.
  • Different types of Lights used – Point, Direction and Spot along with shapes – grid, plane, cube, cone and prism.
  • Manually added the UVs for each each object and repositioned as per the grid design (top-view) of the maze and castle.

Temple Maze

GENRE
Puzzle
PLATFORM
PC
ENGINE
DirectX, C++
GROUP SIZE
2
ROLE
N/A

Temple maze is an advanced version of castle maze that was built using DirectX and C++. It utilizes various advanced concepts of 3D Graphics such as loading textures, descriptor heaps, custom shaders and vertex, geometry as well as does collision check against the camera and walls.

  • Custom fragment and vertex shaders.
  • Build functions for descriptor heaps, materials, render items, frame resources and pipeline state objects.
  • Created custom shapes of – Grid, Sphere, Cylinder, Cone, Wedge, Pyramid, Diamond, Prism and Torus.
  • Custom Geometry generation function for each type of shape in the maze and temple.

Ninja Doodle Jump

GENRE
Platform
PLATFORM
PC
ENGINE
OGRE3D, SDL, C++
GROUP SIZE
2
ROLE
N/A

Ninja Doodle Jump is a replica of the classic Doodle Jump platform game that uses OGRE3D and C++. The project is for the Game Engine Development course in which custom engines for Audio, Input, UI, Physics and Collision had to be created alongside OGRE’s graphics rendering engine.

  • Custom Engines for Collision, Physics, Audio, UI and Input.
  • Strongly emphasizes OOPs concepts and design patterns.
  • Used object pooling concept for the platforms that are randomly generated along.
  • Utilizes the provided ninja mesh and its animations.
  • Also added bonus: integrated SDL Audio Engine to OGRE3D for different mixer effects.

Asteroid Drag

GENRE
2D Action Slingshot/Drag
PLATFORM
Android, iOS
ENGINE
Unity, C#
GROUP SIZE
Solo Project
ROLE
N/A

A 2D Slingshot game where the player controls the android to destroy the falling planets within 30 seconds. Colliding with the falling sun will result in game over. Touching the asteroid slows the overall time and gives the player enough time to aim at the falling planets and destroy them.

  • Utilizes line renderer of the Unity Engine to draw the line between the touch, drag and release of the input.
  • Added physics to control the force of the launch and immediately discards the force when colliding with a planet or sun.
  • Uses sprites for the explosion animation and not particle effects.

Defcon UFO (A.I.)

GENRE
2D Shooter
PLATFORM
PC
ENGINE
SDL, C++
GROUP SIZE
Solo Project
ROLE
N/A

Defcon UFO is an A.I. project for that demonstrates the AI Behaviour – Idle, Patrol, Seek, Attack and Flee. The project theme that I used was of a space shooter where the player controls a spaceship along with 2 UFO’s that chase the player when in sight. The player can hide behind the planets and asteroid, with the option of destroying the asteroid. To win the game, destroy both UFOs without letting them flee when they are on low HP.

  • Uses a custom engine for each aspects of the game – Physics, Graphics, Audio, Collision and Events via SDL/C++.
  • The A.I. of the UFO works in a simple way – If in LoS, SEEK the player and when in the Detection Radius, ATTACK the player. Otherwise, stay IDLE or PATROL in the given points.
  • Implemented cool feature of ranged and melee attacks, where player can shoot laser projectiles and trigger a shield which acts as an offensive melee. Same goes for the UFOs, 1 is ranged while other is melee.

Pinball Physics

GENRE
3D Classic Arcade
PLATFORM
PC
ENGINE
Unity, C#
GROUP SIZE
Solo Project
ROLE
N/A

This is a replica of the classic arcade 3D Pinball which was used to demonstrate the 3D physics concepts in the Unity Engine. The player has to score as much points as possible by making the ball collide with different bumpers (active and passive) and bonus points for the bash-toy that comes at regular intervals. Control the given flippers correctly for this.

  • Makes use of different Unity physics components, such as Rigidbody, Joints, Physics Materials and 3D Physics functions of force & impulse.
  • All the shapes (except for the bash-toy) uses ProBuilder that were custom built for this project.
  • Uses physics laws such as Hooke’s law, projectile motion, kinematics and gravity.

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