Vikram is an experienced game developer with a strong background in games programming, people-management, and education. 

He possesses a passion for deep understanding and continuous improvement of both teams and systems. When added to his attention to detail, these characteristics combine to facilitate rapid delivery of high standard code.


Download his resume as a PDF here.




  • Languages: C++ (7 years), C# (4 years), Python (6 years), Typescript/Javascript (3 years)
  • Game Engines: Unreal (6 years), Unity (4 years)
  • Workflows: Agile (4 years), Test-Driven Development (2 years)
  • Tools: git (5 years), Perforce (1 year)
  • Specialities: Physics Engines (3 years), Artificial Intelligence (3 years), Digital Realities (4 years), Optimisation (4 years)

Project Management

  • Tools: Jira (1 year), Microsoft TFS (3 years), Trello (4 years)
  • Workflows: SCRUM (3 years), Kanban (4 years)


  • Topics: Computer science, game programming (gameplay, physics, AI), game design
  • Abilities: Curriculum design, blended learning, portfolio-based assessment, traditional delivery


  • Areas: Gendered Locomotion Animation in Games, Computer Science Education
  • Qualifications: Bachelor of Computer Science (Honours) (98, GPA 4.0)



Program Coordinator - University of the Sunshine Coast

Feb 2016 - Present

  • Redesigned the Bachelor of Serious Games to match modern industry standards. This included:
    • Working with industry partners to identify pain-points in graduate hires
    • Ensuring accreditation standards are maintained across the degree
    • Managing student transitions across a wide variety of changes within course offerings
  • Worked on heavily linking external industry partners into the degree as clients for student projects and internships.
  • Coordinated a marketing campaign to identify and reach untapped markets.
  • Coordinated all subjects in the Games Programming Minor available at USC, including:
    • Creative Problem Solving with Python
    • Introduction to Games Scripting (Unreal Engine blueprints)
    • Professional Games Programming (Unity C#)
    • Advanced Games Programming (Unreal Engine C++)
  • Developer for the Engage Research Cluster, specialising in Augmented and Mixed Reality technologies and mobile game development.
  • Technical Producer of the ‘TMR AR’ application for Queensland's Department of Traffic and Main Roads.
  • Organiser of the bi-annual Sunshine Game Jam, bringing industry professionals and students together to create games.

Game Developer - Opaque Multimedia

June 2013 - Jan 2016

Involvement in a wide variety of projects across a spectrum of technologies and disciplines. Notable contributions include:

  • Developed contributions to the Universe Engine, an in-house HTML 5/node.js game engine, including the network stack.
  • Implemented several applications for clients within the Universe Engine, such as a real-time data tracking app for NASA’s International Space Station.
  • Led R&D of the Howitzer.ts physics engine as both a standalone tool, and integrated with the Universe Engine.
  • Developed low-level physics-based animation technologies as an extension for the Unreal Engine 4 using techniques such as Inverse Kinematics (IK) and Kalman Filtering.
  • Integrated novel technologies with Unreal Engine 4, such as the Kinect for Windows, Faceware Motion Capture, and several unannounced projects with major clients.
  • Worked on projects partnered with Alzheimer’s Australia to develop training tools for staff, as well as applications designed for patients to promote positive brain function.
  • Led delivery of a third-party Unreal Engine project as an in-house contractor for a large corporate client, including negotiation, development, and daily client liaison with various stakeholders.

Sessional Course Coordinator - Swinburne University of Technology

Jan 2015 – June 2015

Having worked on Howitzer.ts for Opaque Multimedia, Vikram was invited to re-develop and run the Physics of Games subject for Swinburne University.

  • Developed a new course structure to aid in a more modern style of teaching cutting edge concepts.
  • Guided technical students through the development their own light-weight physics engines, while design students were developing game pitches incorporating advanced physics concepts.
  • Student feedback for the new course was the highest since the subject’s inception across all categories, including Communication of Concepts, Responding to Questions/Concerns and Teaching that Motivates and Inspires.


Bachelor of Computer Science (Honours)

Swinburne University of Technology

  • Researched into Gendered Animation in Games - specifically looking at improving Tooling to create more realistic animations using a method that is suitable for modern Animation workflows.

Bachelor of Science (CSSE) / Bachelor of Multimedia (G&I)

Swinburne University of Technology

  • Awarded Dux in Artificial Intelligence for Games, Games Programming, and Research Methods.
  • Developed a strategic AI bot based on Sun Tzu’s Art of War and demonstrated that two millennia old principles of warfare can apply to modern gaming.
  • Lead Producer on an Alternate Reality Game, which was designed, developed and run by a 20-person team across a 12-week period.
  • Producer and Developer on a 6-person team for our Final Year Project, a collaborative team-building game for an educational program, for a client who then hired me (Opaque Multimedia).