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raghav bashyal game designer
& programmer
[email protected]
571 225 3486 |
University of Southern California 2014
Designer, Programmer, Producer D-Bug (May - Aug 2014)
B.A. in Interactive Entertainment
Recognized as IGDA GDC Scholar (2014), W.J. Byron
EA Scholar (2012), and Dean’s List student
4+ years of Computer Science
Thomas Jefferson High School for Science & Tech. 2010
Completed rigorous STEM curriculum at “#1 high
school in the country” (US News)
work experience
Taught game programming
Student Teaching Assistant Intro. to Game Dev., USC (2013 - 2014)
Role: Tutor for students learning Unity/C# development
Tasks: Explaining core concepts, fixing bugs
Organized IndieCade Festival
Organizer & Graphic Designer IndieCade (Aug - Nov 2014)
Role: Community organizer for indie games festival
Tasks: Graphic design, social media, team coordination
Created mobile virtual reality system
Research Assistant MxR Lab, USC (Jun - Aug 2013)
Role: Programmer, designer, and producer
Tasks: Prototyping, networking, GUI, character code
Planned over 50 events at USC
President & Advisor MEGA (2011 - 2014)
Role: Leader of executive team at game dev club
Highlight: Ran Los Angeles Global Game Jam 2013
Systems, level, & puzzle design
Visual & written storytelling
Physical & paper prototyping
Tweaking and balancing
Unity / C# / JS
UDK / Kismet
Flash / AS3
C++, Java
game design
engines & languages
game programming
game production
related software
Rapid prototyping
Gameplay systems design
Tools programming
Level scripting
Team management
Pitching & exhibiting games
Scheduling & task tracking
Asset pipeline setup
iOS / Android
VR (Oculus Rift, fov2go)
Kinect, Leap Motion
Mac / Windows / Web
Maya, Photoshop, Premiere
Illustrator, InDesign, Audition
Twine, GameMaker
Git, SVN
Produced award-winning iOS game
Synopsis: Puzzle-platformer with innovative controls
Role: Led team of 5 in international student competition
Tasks: Character movement, physics, UI, level design
Honors: Won Team Choice Award at Dare to be Digital
Experimented with cuts in games
Designer & Programmer No Jump Cuts & a•part•ment (2013 - 14)
Synopsis: Thesis on techniques for transitioning (or
“cutting”) from one gameplay sequence to another
Role: Prototyped first- & third-person gameplay
Tasks: Level design, gameplay programming, writing
Designed full-body VR system/game
Lead Designer Project Holodeck & Wild Skies (2012- 2013)
Synopsis: Steampunk action-adventure co-op VR game
Role: Led design team in 60-person project team
Tasks: Writing spec sheets, level and narrative design,
writing design tools, gameplay balancing
Created playable music video
Designer & Programmer Fidelity (April - May 2013)
Synopsis: Experimental song-based experience
Role: Prototyped & produced experimental gameplay
Tasks: Gameplay programming, visual design, usability
Honors: Nominated for IndieCade selection at GaymerX
Projects available on portfolio at: