Home / How I got here
How I got here
One screen in Varanasi, my whole family around it. That is where my best memories began, and where my road to making games began with them.

My story
From a question no one answered to the game that answers it
- Home
One screen, the whole family
I grew up in Varanasi with Super Contra, Tank and Pooyan, my whole family gathered around one screen. Those nights made the memories I still carry, and they decided what I would spend my life making.
- The call
Room for one more
When I was very young I kept wondering how Bomberman could take more players, so everyone in the room could be in the game. I had no computer to try it on, but I had found the question I would keep chasing.
- The first steps
Straight to the source
With my first computer I went straight to how NES games were made, and taught myself 6502 assembly, the code they were written in. It showed me how a game works byte by byte, and how far I would go to understand one.
- The training ground
Maps my team trained on
I picked up Valve Hammer Editor and built Counter-Strike 1.6 maps: aim maps, and maps made for my own team to practise on. It was the first time something I built made other people better at what they loved.
- The team
Captain, on the pitch and in the game
I have always been the one making the plan and calling it out. I captained my school football team, led my Counter-Strike squad as in-game leader, and later took a Valorant team to 64th in the APAC qualifiers.
- The first release
A game of mine, in players' hands
In my first year of college I built Furry Escape from scratch in Unity, drew the art in Photoshop and Illustrator, and published it on Google Play and itch.io. People I had never met were playing something I made.
- The real world
Testing a live game
In my second year I joined GetMega as a game tester on a live real-money app, as it grew from beta to public launch: finding bugs, mapping the peak hours and catching six players who cheated.
- The proving year
A horror game, built alone
In my final year I built a first-person horror game on my own to learn Unity in depth, reworked its level three times until it held its tension, and studied project and product management alongside it.
- The test
Producing from day one
I joined a casino games startup as its game producer, researched how slot games are built and helped hire the team. Before building any process, I asked every team how they wanted to work. Then I ran both projects, the slot games and a multiplayer fish game: artists, animators, game mathematicians, sound and QA, 43 people in all. We shipped 24 releases, and the pipeline I built made delivery about 90% faster.
- The return
A game of my own
Now I hold the CAPM from PMI, I am working toward PMP, and I am building Planet of Twins, my own co-op game. It is my answer to the question from the family screen: a game made for more than one.
Outside work
What I believe, and what I play
I believe a game is worth making when it brings people together and stays with them long after the screen goes dark. I believe a team works the same way: everyone part of it, and every win shared.
Off the clock you will find me in Valorant, Apex Legends, Rust, Schedule 1 or Counter-Strike 2 with friends, or out on a football pitch or a cricket ground. Still playing together. Still making memories.
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