# Hrudesh Doke > Principal Software Engineer Location: San Jose, California, United States Profile: https://flows.cv/hrudesh Experienced Software Engineer with solid history of working in the video game industry. ## Work Experience ### Principal Software Engineer @ Warner Bros. Games Jan 2022 – Present | San Francisco Bay Area ### Senior Software Engineer @ Riot Games Jan 2021 – Jan 2022 ### Software Development Engineer @ Amazon Web Services Jan 2018 – Jan 2021 | Greater Seattle Area ### Senior Software Engineer @ GSN Games Jan 2018 – Jan 2018 | Palo Alto California ### Senior Software Engineer @ KIXEYE Jan 2017 – Jan 2018 | San Francisco, California I. WAR COMMANDER ROGUE ASSAULT (WCRA) WCRA is a mobile MMO game that has over 20 million downloads. Link to the game: Google, Apple • Act as development lead to add new features to the game. Interact with leadership and design to understand their vision for the game. • Collaborate with analytics to provide gameplay, player retention and monetization insights for new features. • Work with design, art, engineering, QA, analytics and tech ops to identify pain points for the new features and propose solutions to resolve them. Identified various poorly designed and implemented systems and took initiative to resolve major technical debts. • Write and review Technical Design Documents and create client and server engineering tasks. Client side is implemented using Unity3d engine with C# and Microservices using C# (.net) with MySql, Redis, RabbitMQ, Docker technologies. • Handle multiple client server releases and resolve bugs in a high-pressure environment. • Core Engineering: o Work on core battle mechanics to improve and add structure that were lacking in various portions of the battle. o Develop scalable new features like secondary weapons, passive and active in battle abilities etc. based on design requirements. o Work on game’s UI using Unity’s built-in GUI for various features like events, multiple equipment’s, Leaderboards etc. o Implemented elder features like world map dominion, battle buffs that greatly increased player retention and revenue. ### Client Software Engineer @ Electronic Arts (EA) Jan 2013 – Jan 2017 | Sacramento, California I. STAR WARS GALAXY OF HEROES (SWGOH) SWGOH is a mobile MMO game that has over 31 million downloads and is running successfully over a span of a year. Link to the Game: Google: http://tinyurl.com/zvaswty Apple: http://tinyurl.com/zkx5oqe Responsibilities: • Involved in the SWGOH Engineering team since its inception. Active participant in the initial architecture design meetings for the client, server and build systems. • Worked on injection system, resource caching, game state framework design and code. • Developed service and domain layer api using C# generics that replaced the service auto generator from protobuff that created numerous redundant service files. • Worked closely with various disciplines (Design, Art, PM, Producers) to gather requirements for game features (battle, ) and writing a technical design document laying out the approach. Features developed using C# in Unity3d and Java for the back end with AWS technologies like dynamoDB, redshift, mysql. • Worked on a complex system for battle that has a lot of small sub systems. Involved in designing and implementing the battle architecture. Battle implemented using a few third-party systems as cinema director (cut scene management), play maker (state management), iTween in addition to the tons of game battle logic. • Responsible for maintaining platform plugin code (iOS/Android) for push notes, mtx purchases, game center/ google play services. Point of contact for any platform compatibility issues between Unity3D and iOS/Android. • Worked with shell and python scripts on Jenkins to set up the build system for Android and iOS. This also includes building the content required for the game. • Extensive experience working in agile environment utilizing tools like JIRA (Ticket Management system) and Confluence(Wiki). ### Engineer @ Marquee Productions Inc Jan 2012 – Jan 2013 | Los Angeles • Worked in agile environment on MMO called ‘Marquee World’ in Unreal and Unity for Windows and Mac platforms. • Designed Unity project pipeline to minimize project load time. • Integrated AVPro QuickTime in Unity to stream videos. • Created game and dedicated game server projects in Unreal environment. • Integrated browser framework called Awesomium and programmed an interface to dynamically load interactive webpage advertisement in game world using C++ and unreal script. • Game networking: Programmed avatar movement and customization replication as well as distributed interactive objects in Unreal and Unity3D; Used SFS2X SmartFox as game server with java backend in Unity; wrote client-side movement prediction using C# in Unity. • Designed game server architecture to leverage Unreal’s networking for MMO. • Automated builds and binary distribution for Unreal environment using Jenkins. • Setup asynchronous REST client for representation (JSON+DAO) and authentication layers for backend web services using libcurl as an HTTP client library. • Programmed remapping of key bindings using Scaleform UI in C++ and Unreal Script. • Integrating libVLC into unreal source code for in-game multimedia player using C++ o Synchronized VLC audio and video streaming. o Implemented asynchronous event system interface for VLC movie playback.. ### Lead Game Programmer @ Razor USA LLC Jan 2011 – Jan 2012 | Greater Los Angeles Area Lead research and development for touch technology that enables physical toys to interact with tablets. Developed API's and PoC for the same. ### Game Programmer Intern @ GameDesk Institute Jan 2011 – Jan 2011 | Greater Los Angeles Area Developed educational game prototypes for children between the age of 8-12. ## Education ### Masters in Computer Science University of Southern California ## Contact & Social - LinkedIn: https://linkedin.com/in/hrudeshdoke --- Source: https://flows.cv/hrudesh JSON Resume: https://flows.cv/hrudesh/resume.json Last updated: 2026-04-12