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Neehar Patil

3rd

Previous positions

  • Programming Intern at Heavy Iron Studios, Inc.
  • Research Project Intern at Calsoft

Education

University of Southern California, Master of Science (M.S.), Computer Science – Game Development

500+

Background

Summary

Software Engineer at Zynga

Experience

  • Software Engineer

    Zynga

    July 2014 – Present(5 years 3 months)Carlsbad

  • Programming Intern

    Heavy Iron Studios, Inc.

    January 2014 – May 2014(4 months)

  • Research Project Intern

    Calsoft

    July 2011 – May 2012(10 months)Pune Area, India

    Project: Management Console for Open Source Hypervisors with Private Cloud Support Technologies used: Java, MBean management system, Hypervisor Interaction with KVM, XEN using virsh command library, Java Server Pages, jQuery, remote MySQL connectivity over wireless connection. Summary: Designed and implemented a web based management console to interact with multiple hypervisors of various flavors to create, manage and delete virtual machines remotely, with APIs for further expansion guaranteeing conformance with new hypervisors as well as supporting future hypervisor development using XML dump procedure. Currently used at Calsoft Inc. for research purposes in virtualization.

Education

  • University of Southern California

    Master of Science (M.S.), Computer Science – Game Development

    2012 – 2014

    Graduate Student at Viterbi School of Engineering, pursuing Master’s Degree in Computer Science specializing in Game Development

  • University of Pune

    Bachelor of Engineering (B.E.), Computer Engineering

    2008 – 2012

    Acquired the Bachelor’s Degree in Computer Engineering

Projects

  • Bloom

    June 2013

    Tree of Life is a video game that is a 2.5D adventure platformer being developed for the Playstation Vita and the PC using C# and Unity3D. The game is set on the future Earth where robots have taken over and almost all life has been destroyed. The player plays as a little seedling creature that must fight against all odds and make his way through a robot filled world to reunite with the Tree of Life.

    Team Members (7):
    • Neehar Patil,
    • Adam Smith,
    • Khaled Abdel Rahman,
    • Peter Turner,
    • Neehar Patil,
    • Neehar Patil,
    • Neehar Patil
  • Game Engine Development

    September 2013

    Implemented following features on PrimeEngine, a networked cross – platform game engine: Pre-render object culling for higher frame rates. Collision detection and response system on a separate thread (team of 2). Procedural texturing with shader manipulation for PC, iPad, PS3 and Xbox. Basic particle system support across above platforms (team of 2).

    Team Members (2):
    • Neehar Patil,
    • Neehar Patil
  • Jello Cube Simulation

    February 2013

    Implemented a physically sound simulation of a cube of jello using C++ and OpenGL. The cube was modeled as a mass spring system, exhibiting realistic motion and deformation. Collision detection and response were modeled as well as behavior under the influence of external forces such as gravity and wind.

    Team Members (1):
    • Neehar Patil
  • Ninja Rush

    September 2012 – December 2012

    Designed and developed an action-platformer hybrid game for the iPad using Unity3D. The game consists initially of an accelerating side scrolling platforming part followed by an action part along with a boss battle. Developed as a part of a team of 6 members. Specifically worked on the level design, game-play mechanics and user interface.

    Team Members (4):
    • Neehar Patil,
    • Shallin Partap Singh,
    • Nikita Bhatia,
    • Neehar Patil
  • C++ Renderer

    January 2013 – April 2013

    Incrementally built a C++ renderer, incorporating various features in stages. Initially supported rasterization with hidden surface elimination. Further included Gouraud and Phong shading, texture mapping, procedural texturing as well as anti-aliasing. Renderer accepts .ASC files as input and produces 2D images.

    Team Members (1):
    • Neehar Patil
  • Rendering Clouds

    April 2013

    Developed an application to produce images of clouds as an extension to a previously implemented C++ renderer. Used superimposed Perlin Noise, quantization, haze functions and shadows. Also added additional effects such as sunlight, sky color and highlights and produced animation to create realistic cloud cover motion in C++.

    Team Members (3):
    • Neehar Patil,
    • Ajinkya Kshirsagar,
    • Ajinkya Ghodke
  • Motion Capture Interpolation

    March 2013

    Performed three different types of interpolation to animate human motion key frames obtained from an optical motion capture system. Input was provided in the form of .ASF files which encode skeleton kinematics and .AMC files which store the motion. Implemented Bezier Euler interpolation as well as Linear and Bezier Quaternion interpolation. Included a comparative study of the three techniques based on quality of results. Performed using C++ and OpenGL.

    Team Members (1):
    • Neehar Patil
  • Constrained Particle System

    April 2013

    Simulated a particle system representing deformable chain constrained to a ring. The chain was modeled as a a series of point masses with rigid edges connecting them. The chain was fixed to the ring at one end while the other end was free to move along the ring. Simulated random motion, motion under the influence of gravity as well as external forces which user can provide interactively. Produced using C++ and OpenGL.

    Team Members (1):
    • Neehar Patil
  • Roller Coaster Simulation

    October 2012

    Produced a simulation of a roller coaster ride in motion from the rider’s point of view. Rendered tracks as splines based on tangent co-ordinate system to avoid flipping effects. Placed camera at rider position to give viewer a first person view.Also provided texture mapping and lighting for the tracks as well as sky box and surroundings.

    Team Members (1):
    • Neehar Patil
  • Ray Tracer

    November 2012

    Created a ray tracer using C++. The ray tracer supported ray casts with intersection calculations spheres and triangles.Lighting calculation were based on Phong shading. Also included shadows created using secondary rays from objects to light sources placed in the scene.

    Team Members (1):
    • Neehar Patil
  • Height Field Mesh Creation

    September 2012

    Created a 3D height field based on the data from a 2D image which the user specifies at the command line. Produced depth for the image using the color co-ordinates and provided user interactivity. The user can manipulate the height field in three dimensions by rotating, translating, or scaling it. Also the mesh can be represented as lines / wire-frames of varying resolution and triangles based on user input.

    Team Members (1):
    • Neehar Patil
  • Android Application for Custom Movie Search

    November 2012

    Developed a web application for Android platform that scraped www.imdb.com and provided user ability to search for movies, TV shows and games. User can share the custom links on facebook through Javascript API. Also created a website version of the same application for browsers.

    Team Members (1):
    • Neehar Patil
  • Management Console for OpenSource Hypervisors

    August 2011

    Worked on developing a web based Management Console for Opensource Hypervisors with Private Cloud support . The front end interface was developed using JSP , with remote mySQL connectivity and on the back-end, implemented an interface to access hypervisors ( using virsh utility) and execute management functions pertaining to the virtual machines. This allowed admins to remotely create, manage and destroy virtual machines across the network, all through a web based interface .

    Team Members (3):
    • Neehar Patil,
    • Ajinkya Kshirsagar,
    • Harsh Shah

Skills & Expertise

  • JavaScript
  • OpenGL
  • XML
  • JSP
  • C#
  • jQuery
  • PHP
  • Game Development
  • C
  • MySQL
  • C++
  • HTML
  • Java
  • Unity3D
  • SQL

Courses

University of Southern California

  • Game Hardware Architectures(EE 452)
  • Game Engine Development(CSCI 522)
  • Advanced Game Projects(CSCI 529a)
  • 3-D Graphics and Rendering(CSCI 580)
  • Analysis of Algorithms(CSCI 570)
  • Computer Animation and Simulation(CSCI 520)
  • Computer Graphics(CSCI 480)
  • Web Technologies(CSCI 571)
  • Game Design Workshop(CTIN 488)
  • Advanced Mobile Devices and Game Consoles(CSCI 526)

University of Pune

  • Data Structures and Algorithms
  • Object Oriented Design and Modelling
  • Computer Organization
  • Systems Programming and Operating Systems
  • Computer Networks
  • Principles of Compiler Design
  • Artificial Intelligence