Creative Technologist. Game Developer. Full Stack Engineer. Team Lead. XR Builder

TANMAYGUPTE

GamesXR / VRAIIoTApps

A decade of building interactive systems, and the teams that ship them. Open-world games across four platforms, mixed reality on Meta Quest, AR filters, holograms spun out of LED fans, AI that edits video on its own, and the platforms holding all of it together. I own the architecture and the roadmap, run cross-functional teams from brief to launch, and stay close enough to the code to know when an estimate is honest.

10+ YEARS · 50+ PROJECTS · 15 BRANDS

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02

SKILLS

WHAT I BUILD WITH, AND HOW THE WORK GETS SHIPPED

0112 SKILLS

ENGINEERING

What I build with, and the systems I build

C#TypeScriptPythonUnityNode.jsReactNext.jsDjangoThree.jsGame Systems ArchitectureMultiplayer & NetcodeGenerative AI
028 SKILLS

LEADERSHIP

How the work gets planned, staffed and shipped

Team LeadershipEngineering ManagementTechnical RoadmappingProduct ManagementAgile / ScrumSprint PlanningStakeholder CommunicationCross-Functional Delivery
0310 SKILLS

PLATFORMS

Where the work ends up running

AndroidiOSPC / SteamPlayStationWebMeta QuestUnity ARSparkARSnap Lens StudioWhatsApp Business API
046 SKILLS

TOOLS

Day-to-day kit

GitPhotonFFmpegOpenCVBlenderJIRA / Trello
03

EXPERIENCE

10+ YEARS · 7 COMPANIES

I lead creative technology at Ronin Labs, which in practice means owning the whole path from a client brief to a shipped interactive product: the architecture, the team, the roadmap, and all the awkward parts in between.

  • Direct engineering, backend, and design teams across several concurrent products, and own the roadmaps, sprint planning, and scope calls that keep them from colliding.

  • Shipped work across web, mobile, AR, VR, spatial computing, AI, and IoT, including 15+ branded web games and playable ads for global brands.

  • Built our MarTech platform stack: AskRaven, a chat-based insights engine over Meta Ads Manager; CollabBro, a brand-to-creator marketplace; Storyverse, a node-based tool for authoring and selling interactive adventure books; and ReelsKit, which turns a written brief into a finished social reel.

  • Architected the real-time and multiplayer systems underneath the interactive work, with latency and scale budgets agreed before the first line of gameplay code.

  • Led Mixology XR on Meta Horizon while Ronin Labs was one of five Indian startups backed by Meta, in partnership with Diageo spirits brands.

  • Mentor engineering leads, and made architecture reviews, estimation, and risk tracking standing habits rather than fire drills.

  • Delivered gamified experiences and virtual spaces for OnePlus, Samsung, HDFC, Air India, Amazon Prime Video, and Zepto.

I led engineering on Mayanagari, India's first 3D open-world mobile gangster game, owning system architecture and technical strategy across four platforms.

  • Architected the core game framework from scratch for Android, iOS, PC, and PlayStation, built so platform differences stayed at the edges instead of leaking through the codebase.

  • Designed and implemented the foundations: Quest Framework, Weapons & Combat, Asset Streaming Pipelines, and the performance optimisation layers that let an open world survive on a phone.

  • Set the coding standards, architecture patterns, and performance benchmarks for a large open-world codebase, then ran the reviews that held them in place.

  • Managed cross-functional engineering teams and kept development aligned with the design and creative vision, which mostly meant translating fluently between the two.

  • Ran optimisation strategy to balance visual fidelity against frame budgets on both mobile and console.

I built an AI-assisted marketing intelligence and workforce analytics platform, backend through to front end.

  • Designed the Django backend and its APIs, then built the Angular and TypeScript front end on top of them.

  • Integrated 20+ third-party APIs (Google Analytics, Google Ads, Meta Ads, LinkedIn, Twitter) into dashboards that reconciled figures across sources rather than just showing them side by side.

  • Built an in-house SEO scanning engine that analysed sites, found optimisation gaps, and produced specific recommendations instead of a single unhelpful score.

  • Engineered data aggregation and normalisation pipelines so cross-platform marketing metrics could be compared honestly.

  • Contributed a Java desktop activity tracker that generated daily productivity analytics.

  • Led sprint planning and technical decisions for the engineering team, ran code reviews, and mentored the junior developers.

Gameplay programmer on two esports-centric multiplayer titles and an idle clicker, all in Unity, across 2D and 3D.

  • Built real-time multiplayer with server-side matchmaking for two shipped games.

  • Wrote Unity Editor tools and automation that took the repetitive content work off the team.

  • Developed native Android and iOS plugins and integrated third-party SDKs: ad networks, payment gateways, social logins.

  • Owned game architecture, systems design, and custom AI logic for an unreleased 2D MOBA.

The only developer at an indie studio, which meant I did all of it.

  • Built and shipped two casual games end to end: gameplay, monetisation, ad integration, IAP, and publishing.

  • Got E-Sports Tycoon greenlit on Steam in nine days.

  • Ran the full production cycle solo, from design through to release.

Led development of 30+ HTML5 casual games for an online gaming platform, and built the pipeline that made that volume possible in the first place.

  • Established the full game development pipeline: dev and test environments, build automation, multi-target deployment, analytics, and asset compression.

  • Worked across 5+ frameworks as each game needed one: Phaser, Construct 2 and 3, PlayCanvas, GameMaker, CreateJS, and Three.js.

  • Built an in-house SDK for game tracking, analytics, and notifications shared across the whole catalogue.

My first professional role. I joined as an intern and stayed on.

  • Built celebrity-themed 3D Unity games: Bajrangi Bhaijaan and Hero: The Fight.

  • Contributed to a mobile gaming platform with a virtual world and over-the-air mini-games inside it.

  • Created a turn-based online multiplayer card game, client in Adobe AIR with Starling, server on SmartFoxServer with Java plugins.

  • Shipped two Android games in Flash and ActionScript with Adobe AIR.

EDUCATION

2011 — 2014Master of Computer Applications (MCA)Computer ProgrammingSRM University
2008 — 2011Bachelor of Science (B.Sc.)Information TechnologyR.D. National College
04

WORK

60 PROJECTS ACROSS 9 CATEGORIES

SHOWING 9 OF 60
Available for new work

LET’S BUILD
SOMETHING.

If you have an interactive idea, or one that looks impossible on paper, I would like to hear about it.

OPEN FOR COLLABORATIONS

EMAIL

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LINKEDIN

Full history, and where I post work in progress.

CONNECT ↗

RESUME

One page, if you prefer the short version.

DOWNLOAD CV →

TG.

TANMAY GUPTE · CREATIVE TECHNOLOGIST · PUNE, INDIA