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Nikhil P. Cloud, Web3 and Mobile Platforms

My name is Nikhil P. and I have over 8 years of experience in the tech industry. I specialize in the following technologies: PHP, Python, Amazon Web Services, Django, Cocos2d, etc.. I hold a degree in Bachelor of Technology (B.Tech.). Some of the notable projects I’ve worked on include: Dream Cricket 2025 — AAA Mobile (Unreal Engine), Tennis VR — Unity (VR), 3D Court Vision — Web (Babylon.js), Music Tennis — Unity (VR Rhythm Sports), Sky 8 Ball — Unity (Android & iOS), etc.. I am based in Pune, India. I've successfully completed 9 projects while developing at Softaims.

My passion is building solutions that are not only technically sound but also deliver an exceptional user experience (UX). I constantly advocate for user-centered design principles, ensuring that the final product is intuitive, accessible, and solves real user problems effectively. I bridge the gap between technical possibilities and the overall product vision.

Working within the Softaims team, I contribute by bringing a perspective that integrates business goals with technical constraints, resulting in solutions that are both practical and innovative. I have a strong track record of rapidly prototyping and iterating based on feedback to drive optimal solution fit.

I’m committed to contributing to a positive and collaborative team environment, sharing knowledge, and helping colleagues grow their skills, all while pushing the boundaries of what's possible in solution development.

Main technologies

  • Cloud, Web3 and Mobile Platforms

    8 years

  • PHP

    3 Years

  • Python

    4 Years

  • Amazon Web Services

    5 Years

Additional skills

Direct hire

Potentially possible

Previous Company

PlaySimple Games

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Experience Highlights

Dream Cricket 2025 — AAA Mobile (Unreal Engine)

AAA cricket built from the ground up in Unreal. I led the studio’s Unity→Unreal transition, hiring and mentoring developers, QA, backend, and artists. Core gameplay: bat–ball physics, bowling AI, timing windows, fielding logic. Animation pipeline: Control Rig, IK, montages; broadcast cameras & replays Mobile performance: LOD/HLOD, overdraw/draw-call cuts, crash-free targets Live-ops & economy: IAP, offers, events; telemetry & A/B hooks Unity→Unreal migration playbook; tools & editor utilities for pipelines CI/CD, store assets, monitoring dashboards & runbooks

Tennis VR — Unity (VR)

AAA-quality VR tennis with high-fidelity 3D recreations of Philippe-Chatrier and Rod Laver Arena. Built a physics-based racket system with precise swing detection, sweet-spot modeling, spin/slice, and timing windows that makes it feel like real tennis. Optimized 3D crowds, stadium lighting, and broadcast cameras; added haptics, spatial audio, and latency-tolerant input sampling. Delivered smooth 90Hz targets with FFR/occlusion culling and scalable quality tiers for multiple headsets.

3D Court Vision — Web (Babylon.js)

A web-based 3D tennis experience that ingests Hawk-Eye ball/player tracking and reconstructs real shot trajectories on a fully modeled court. Built with Babylon.js and optimized for desktop/mobile, it syncs shots, bounce markers, speeds, and rally timelines with broadcast-style cameras and overlays. Deployed as a tournament website module (e.g., AO 3D Match Centre) with CDN caching, lazy loading, and telemetry to handle peak traffic during Slams

Music Tennis — Unity (VR Rhythm Sports)

A Beat Saber–style rhythm game where tennis balls spawn to the music. We preprocess .wav tracks in Audacity (onset/BPM/pitch markers), export cues, and drive an in-engine ball spawner synced to the DSP clock. Players hit balls with a physics-based racket; scoring uses timing windows, accuracy, and combo multipliers. Supports difficulty tiers, modifiers (speed/ghost), haptics, and replay/leaderboards. Tools allow quick beatmap authoring and QA preview.

Sky 8 Ball — Unity (Android & iOS)

Competitive pool built in Unity with precision cue/ball physics, aim-assist, and silky camera feel. I led gameplay systems, mentored engineers, and owned economy, unlockable cue sticks, events, achievements, and leaderboards. Modes included real-time multiplayer and Pass-n-Play (one device, two players), with social/chat hooks and progression. Delivered optimized builds, content pipeline, crash/usage analytics, and live-ops support. Multiplayer - Turned based multiplayer using Photon Engine

Education

  • Vishwakarma Institute of technology, Pune

    Bachelor of Technology (B.Tech.) in Computer engineering

    2009-01-01-2013-01-01

Languages

  • English