Hi There, I AM

Dharma

Software developer / Technical Artist specializing in problem-solving for the creative industry, particularly with technologies used in Film VFX & Game development.

Portifolio My Resume
my contributions to

Game Development

I was introduced to game technology while working in the film VFX studio. Captivated by its potential, I delved deeper into game production, where I found my passion. I've had the opportunity to work on games that bring joy to millions every day.

Real Racing 3

Real Racing 3

A leading mobile racing title known for featuring real-world cars and tracks.

Platforms: Android, iOS
Engine: EA's Internal Engine (FireMint)
Tech Stack:
  • Python (for pipeline tools)
  • C# (for engine tools)
  • JavaScript (for Photoshop export tools)
  • MaxScript (for car pipeline tools)
  • Role & Responsibilities:

    Collaborated with Slingshot Studios on Real Racing 3 game. As a technical artist, responsible for:
    • Streamlining the art production pipeline by creating custom tools.
    • Ensuring seamless integration of art into the game for regular content releases, working with 2D and 3D teams.
    • Collaborating with design and engineering teams for game feature implementations.
    Real Racing 3

    Battlefield Mobile

    Engage in intense multiplayer warfare on your mobile device, delivering the iconic Battlefield experience on the palm of your hand.

    Platforms: Android, iOS (Project discontinued)
    Engine: Unreal Engine 4
    Tech Stack:
  • UE4 C++ & Blueprints
  • Unreal UMG for UI & Editor Tools
  • Unreal's Meterial Editor for Metrial Authoring
  • Python (for small automation/batch processing scripts)
  • Role & Responsibilities:

    Collaborated with Industrial Toys Studios on Battlefield Mobile. As an Unreal Technical Artist, responsible for:
    • UI Feature & Layout Implementation using Unreal's UMG
    • Collaborating on core codebase for feature integration
    • UE4 Editor Tools
    • Authoring Shaders using UE4 Material Editor

    Between Battlefield Mobile and Real Racing 3, I briefly contributed to two projects, UFC2 and Covet Fashion, to address their urgent priorities..

    My Contributions to

    Film and VFX

    I am fortunate enough to have worked on my childhood favorite films, notably earning my first silver screen credit for 'The Lion King (2019)'. My strong passion for storytelling led me to the world of film production. Here, I learned to leverage my software development skills for creative and storytelling purposes.

    Real Racing 3

    The Lion King (2019)

    A visually stunning reimagining of the classic animated film, bringing the beloved characters of Pride Rock to life with cutting-edge CGI technology.

    Tools & Technology:
    • Unity 3D (C#): Used for VR platform development.
    • Python: Employed for pipeline tools.

    Role & Responsibilities:

    • As Virtual Production Developer, contributed to the development of MPC's Virtual Production platform.
    • Implemented core features for interacting with virtual objects and manipulating them.
    • Ensured seamless replication of interaction operations in multi-user scouting sessions.
    • Responsible for saving set data, facilitating loading in Unity, and serving as a base layout for artists.
    Real Racing 3

    The Yinyang Master (2021)

    A visually stunning fantasy film that transports audiences into a captivating world of ancient magic and mystical battles.

    Tools & Technology:
    • Python: Employed for pipeline tools.
    • React JS: Utilized to develop a portal facilitating cross-studio collaboration and asset sharing.

    Role & Responsibilities:

    • As Pipeline Technical Director, responsible for developing Tau Films Studio's pipeline features.
    • Responsible for developing studios pipeline features (python) to enable artists to work from remote, cross studio locations.
    • Responsible for creating front-end of the website for production assets sharing with other studios (React JS)
    Some of my

    Short Films

    You might be wondering why I've included my personal passion projects in my portfolio. Well, these projects are my fueling stations. Through them, I not only pursue my passions but also continuously learn and grow. The skills and experiences gained from these projects often translate into valuable insights and solutions in professional settings. Therefore, they are relevant to showcasing my skill set and creative abilities, especially my ability to see projects through to completion and never giving up.

    A Little Bit

    About Myself

    Profile Picture

    Professional Overview

    I'm a tech enthusiast and storyteller with 9+ years of software development experience, specializing in Films & Games technology. I've had the privilege of contributing to projects like Battlefield Mobile as an Unreal Technical Artist at EA and working on Hollywood blockbusters, like Disney's The Lion King (2019), as Virtual Production Developer.

    Technical Skills

    As a software developer, I've explored a multitude of technologies. While I tend to work extensively with Python for DCC scripting, I consider myself a 'Jack of many technologies' with my primary mastery residing in creative problem-solving.

    • 4.5
      Python (Pipeline Development)
    • 4.0
      Unreal Engine (Blueprints/C++)
    • 4.0
      Unity 3D (C#)
    • 3.5
      Electron JS with React JS
    • Machine Learning (Beginner)

    Resume

    Work Experience

    Technical Artist

    July 2021 - Present

    Electronic Arts - Slingshot Studios, Hyderabad

    Collaborated with Slingshot Studios on Real Racing 3. As a technical artist, responsible for:
    • Streamlining the art production pipeline by creating custom tools.
    • Ensuring seamless integration of art into the game for regular content releases, working with 2D and 3D teams.
    • Collaborating with design and engineering teams for game feature implementations.
    I've had the privilege of collaborating with the Industrial Toys team on Battlefield Mobile. I was part of Incubation team and contributed to a game mode in the game. I held a range of responsibilities as Unreal Technical Artist which comprised
    • UI Feature & Layout Implementation using Unreal's UMG
    • UE4 Editor Tools
    • Authoring Shaders using UE4 Material Editor
    • Collaborating on core codebase for feature integration
    • Cinematics for the Incubated Game Mode
    Between Battlefield Mobile and Real Racing 3, I briefly contributed to two projects, UFC2 and Covet Fashion, to address their urgent priorities.

    Career Break & Content Creation

    February 2020 - May 2021

    Content Creation & Pipeline Development, Anantaur

    Career break for family caregiving; utilized free time for creative projects: Produced short films, developed pipelines, and created games.

    Pipeline Technical Director

    April 2019 - January 2020

    Tau Films India Pvt Ltd, Hyderabad

    • Responsible for developing studios pipeline features (python) to enable artists to work from remote, cross studio locations.
    • Responsible for creating front-end of the website for production assets sharing with other studios (React JS)
    • Contributed to The Yin-Yang Master: Dream of Eternity

    Virtual Production / Unity 3D Developer

    May 2017 - May 2019

    Moving Picture Company, Bangalore

    • Proudly contributed to The Lion King (2019) as a Virtual Production Developer, marking my first Hollywood credit.
    • Created numerous VR tools in Unity 3D for MPC's Genesis Platform, utilized in Hollywood movie productions.
    • Solid VFX Pipeline knowledge and tool development for artists.
    • Created networked tools for simultaneous virtual set collaboration among film crew.

    Software Development Engineer

    July 2015 - March 2017

    Kony India Pvt Ltd, Hyderabad

    • Rapid mobile application development using Kony platform and delivering high-quality apps on time (JavaScript)
    • Worked on End-End scenarios of modules (UI design to backend integration)
    • Developed tools to save development time by automating some workflows

    Education

    Bachelor of Technology

    August 2011 - June 2015

    Annamacharya Institute of Technology & Sciences, Rajampet

    Graduated in Computer Science. I learned to code here, particularly in Java.

    Intermediate (10+2)

    June 2009 - April 2011

    Narayana Jr College, Anantapur

    Completed 10+2 with a 94% score. It wasn't until I delved into game development three years later that the physics concepts I learned here truly made sense to me.

    Primary & Secondary School Education

    June 1999 - April 2009

    Sri Vidhyanikethan High School, Anantapur

    Who doesn't cherish their school days? It was during this time that I nurtured my passion for storytelling.

    Demo/Show Reels

    Here are a few videos that demonstrates my work, workflow, and more.

    Bringing CG Characters to Life with Facial Performance Capture
    A quick overview of my Live Link Face Blender Add-On & Workflow
    Demo of my Pipeline Tools
    A brief demonstration of several pipeline tools I created to enhance my short film production workflow.
    Mini Showreel - March 2023
    A brief showreel showcasing my creative works.
    aniFace Proof of Concept (2018)
    aniFace was one of the initial facial mocap tools I attempted to develop. Witnessing how far technology has advanced, I've grown alongside it