Work Experience

Untitled Alt-Ctrl Game
Software Engineering Intern
ARD Corporation
LOCATION:
On-Site North Andover, MA
TIMELINE:
Nov 2026
-
Present
PROJECT TYPE:
Internship
GENRE:
Educational, alt-control
SKILLS USED
Technical: Android development, Kotlin
Design: Game Systems, UX; Educational
KEY ACHIEVEMENTS
Prototyping and iterating on an educational braille game on Android using Kotlin
Conducting UX research on tactile braille devices and their capabilities



Untitled Alt-Ctrl Game
Software Engineering Intern
ARD Corporation
LOCATION:
On-Site North Andover, MA
TIMELINE:
Nov 2026
-
Present
PROJECT TYPE:
Internship
GENRE:
Educational, alt-control
SKILLS USED
Technical: Android development, Kotlin
Design: Game Systems, UX; Educational
KEY ACHIEVEMENTS
Prototyping and iterating on an educational braille game on Android using Kotlin
Conducting UX research on tactile braille devices and their capabilities
Untitled Alt-Ctrl Game
Software Engineering Intern
ARD Corporation
LOCATION:
On-Site North Andover, MA
TIMELINE:
Nov 2026
-
Present
PROJECT TYPE:
Internship
GENRE:
Educational, alt-control
SKILLS USED
Technical: Android development, Kotlin
Design: Game Systems, UX; Educational
KEY ACHIEVEMENTS
Prototyping and iterating on an educational braille game on Android using Kotlin
Conducting UX research on tactile braille devices and their capabilities
Untitled Alt-Ctrl Game
Software Engineering Intern
ARD Corporation



LOCATION:
On-Site North Andover, MA
TIMELINE:
Nov 2026
-
Present
PROJECT TYPE:
Internship
GENRE:
Educational, alt-control
SKILLS USED
Technical: Android development, Kotlin
Design: Game Systems, UX; Educational
KEY ACHIEVEMENTS
Prototyping and iterating on an educational braille game on Android using Kotlin
Conducting UX research on tactile braille devices and their capabilities
Untitled Alt-Ctrl Game
Software Engineering Intern
ARD Corporation



LOCATION:
On-Site North Andover, MA
TIMELINE:
Nov 2026
-
Present
PROJECT TYPE:
Internship
GENRE:
Educational, alt-control
SKILLS USED
Technical: Android development, Kotlin
Design: Game Systems, UX; Educational
KEY ACHIEVEMENTS
Prototyping and iterating on an educational braille game on Android using Kotlin
Conducting UX research on tactile braille devices and their capabilities

skate.
Game Design Intern
Electronic Arts (Full Circle)
LOCATION:
Remote Los Angeles, CA
TIMELINE:
May 2025
-
Aug 2025
PROJECT TYPE:
Internship
GENRE:
3rd-person sports-action
SKILLS USED
Tech Design: Visual Scripting
Challenges Design: Frostbite Engine
KEY ACHIEVEMENTS
Built + shipped 10 Challenges for Season 1 using Frostbite
Prototyped + implemented a new Challenge criterion with Visual Scripting



skate.
Game Design Intern
Electronic Arts (Full Circle)
LOCATION:
Remote Los Angeles, CA
TIMELINE:
May 2025
-
Aug 2025
PROJECT TYPE:
Internship
GENRE:
3rd-person sports-action
SKILLS USED
Tech Design: Visual Scripting
Challenges Design: Frostbite Engine
KEY ACHIEVEMENTS
Built + shipped 10 Challenges for Season 1 using Frostbite
Prototyped + implemented a new Challenge criterion with Visual Scripting
skate.
Game Design Intern
Electronic Arts (Full Circle)
LOCATION:
Remote Los Angeles, CA
TIMELINE:
May 2025
-
Aug 2025
PROJECT TYPE:
Internship
GENRE:
3rd-person sports-action
SKILLS USED
Tech Design: Visual Scripting
Challenges Design: Frostbite Engine
KEY ACHIEVEMENTS
Built + shipped 10 Challenges for Season 1 using Frostbite
Prototyped + implemented a new Challenge criterion with Visual Scripting
skate.
Game Design Intern
Electronic Arts (Full Circle)



LOCATION:
Remote Los Angeles, CA
TIMELINE:
May 2025
-
Aug 2025
PROJECT TYPE:
Internship
GENRE:
3rd-person sports-action
SKILLS USED
Tech Design: Visual Scripting
Challenges Design: Frostbite Engine
KEY ACHIEVEMENTS
Built + shipped 10 Challenges for Season 1 using Frostbite
Prototyped + implemented a new Challenge criterion with Visual Scripting
skate.
Game Design Intern
Electronic Arts (Full Circle)



LOCATION:
Remote Los Angeles, CA
TIMELINE:
May 2025
-
Aug 2025
PROJECT TYPE:
Internship
GENRE:
3rd-person sports-action
SKILLS USED
Tech Design: Visual Scripting
Challenges Design: Frostbite Engine
KEY ACHIEVEMENTS
Built + shipped 10 Challenges for Season 1 using Frostbite
Prototyped + implemented a new Challenge criterion with Visual Scripting
Systems Design Projects
Heist From Afar
3rd-Person Shooter
Alt-Fire Sniper Rifle


GENRE:
3rd-person shooter
TOOLS:
Unreal Engine, C++, Blueprints
TIMELINE:
Sep 2026
-
Present
PROJECT TYPE:
Solo development
SKILLS USED
Tech Design: Unreal GAS, C++, Blueprints
3Cs Design: Character, camera, controls
Gun Design: Alternate fire modes, ADS behavior
KEY ACHIEVEMENTS
Designing a 3rd-person sniper rifle with 2 fire modes (semi-auto, charge fire)
Implementing camera features (2 zoom levels, weapon sway, left/right swapping)
Building 4 tools for encounter design and weapon testing
Heist From Afar
3rd-Person Shooter
Alt-Fire Sniper Rifle


GENRE:
3rd-person shooter
TOOLS:
Unreal Engine, C++, Blueprints
TIMELINE:
Sep 2026
-
Present
PROJECT TYPE:
Solo development
SKILLS USED
Tech Design: Unreal GAS, C++, Blueprints
3Cs Design: Character, camera, controls
Gun Design: Alternate fire modes, ADS behavior
KEY ACHIEVEMENTS
Designing a 3rd-person sniper rifle with 2 fire modes (semi-auto, charge fire)
Implementing camera features (2 zoom levels, weapon sway, left/right swapping)
Building 4 tools for encounter design and weapon testing
Heist From Afar
3rd-Person Shooter
Alt-Fire Sniper Rifle


GENRE:
3rd-person shooter
TOOLS:
Unreal Engine, C++, Blueprints
TIMELINE:
Sep 2026
-
Present
PROJECT TYPE:
Solo development
SKILLS USED
Tech Design: Unreal GAS, C++, Blueprints
3Cs Design: Character, camera, controls
Gun Design: Alternate fire modes, ADS behavior
KEY ACHIEVEMENTS
Designing a 3rd-person sniper rifle with 2 fire modes (semi-auto, charge fire)
Implementing camera features (2 zoom levels, weapon sway, left/right swapping)
Building 4 tools for encounter design and weapon testing
Heist From Afar
3rd-Person Shooter
Alt-Fire Sniper Rifle


GENRE:
3rd-person shooter
TOOLS:
Unreal Engine, C++, Blueprints
TIMELINE:
Sep 2026
-
Present
PROJECT TYPE:
Solo development
SKILLS USED
Tech Design: Unreal GAS, C++, Blueprints
3Cs Design: Character, camera, controls
Gun Design: Alternate fire modes, ADS behavior
KEY ACHIEVEMENTS
Designing a 3rd-person sniper rifle with 2 fire modes (semi-auto, charge fire)
Implementing camera features (2 zoom levels, weapon sway, left/right swapping)
Building 4 tools for encounter design and weapon testing
Heist From Afar
3rd-Person Shooter
Alt-Fire Sniper Rifle


GENRE:
3rd-person shooter
TOOLS:
Unreal Engine, C++, Blueprints
TIMELINE:
Sep 2026
-
Present
PROJECT TYPE:
Solo development
SKILLS USED
Tech Design: Unreal GAS, C++, Blueprints
3Cs Design: Character, camera, controls
Gun Design: Alternate fire modes, ADS behavior
KEY ACHIEVEMENTS
Designing a 3rd-person sniper rifle with 2 fire modes (semi-auto, charge fire)
Implementing camera features (2 zoom levels, weapon sway, left/right swapping)
Building 4 tools for encounter design and weapon testing
Other Work: Student Projects
The Veiled Ones
Enemy AI Designer



GENRE:
1st-person stealth-horror
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2023
-
May 2024
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies and 6 behaviors (perception, alert, search, patrol, chase)
Led the development of AI testing tools and coordinated AI tasks between disciplines
The Veiled Ones
Enemy AI Designer



GENRE:
1st-person stealth-horror
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2023
-
May 2024
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies and 6 behaviors (perception, alert, search, patrol, chase)
Led the development of AI testing tools and coordinated AI tasks between disciplines
The Veiled Ones
Enemy AI Designer



GENRE:
1st-person stealth-horror
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2023
-
May 2024
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies and 6 behaviors (perception, alert, search, patrol, chase)
Led the development of AI testing tools and coordinated AI tasks between disciplines
The Veiled Ones
Enemy AI Designer



GENRE:
1st-person stealth-horror
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2023
-
May 2024
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies and 6 behaviors (perception, alert, search, patrol, chase)
Led the development of AI testing tools and coordinated AI tasks between disciplines
The Veiled Ones
Enemy AI Designer



GENRE:
1st-person stealth-horror
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2023
-
May 2024
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies and 6 behaviors (perception, alert, search, patrol, chase)
Led the development of AI testing tools and coordinated AI tasks between disciplines
Scare Crow
Enemy AI Designer



GENRE:
3rd-person stealth; tower-defense
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2024
-
May 2025
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies; prototyped 8 behaviors (perception, pathfinding, reactions to the player)
Implemented 10+ enemy paths and 5+ enemy waves in 2 levels
Scare Crow
Enemy AI Designer



GENRE:
3rd-person stealth; tower-defense
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2024
-
May 2025
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies; prototyped 8 behaviors (perception, pathfinding, reactions to the player)
Implemented 10+ enemy paths and 5+ enemy waves in 2 levels
Scare Crow
Enemy AI Designer



GENRE:
3rd-person stealth; tower-defense
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2024
-
May 2025
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies; prototyped 8 behaviors (perception, pathfinding, reactions to the player)
Implemented 10+ enemy paths and 5+ enemy waves in 2 levels
Scare Crow
Enemy AI Designer



GENRE:
3rd-person stealth; tower-defense
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2024
-
May 2025
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies; prototyped 8 behaviors (perception, pathfinding, reactions to the player)
Implemented 10+ enemy paths and 5+ enemy waves in 2 levels
Scare Crow
Enemy AI Designer



GENRE:
3rd-person stealth; tower-defense
TOOLS:
Unity, C#, Behavior Trees
TIMELINE:
May 2024
-
May 2025
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Tech Design, AI Design, Encounter Design
Unity, Behavior Trees, C# Scripting
KEY ACHIEVEMENTS
Designed 3 enemies; prototyped 8 behaviors (perception, pathfinding, reactions to the player)
Implemented 10+ enemy paths and 5+ enemy waves in 2 levels
Sisyphus's Worst Day
Lead Game Designer


GENRE:
Isometric puzzle
TOOLS:
Unity, custom level editor
TIMELINE:
Aug 2025
-
May 2026
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Systems Design (3Cs), Tutorial Design
Unity
KEY ACHIEVEMENTS
Designed 3Cs (object interaction and win/loss UX, camera movement, keyboard controls)
Designed tutorial objective system; implemented and polished 2 tutorials
Sisyphus's Worst Day
Lead Game Designer


GENRE:
Isometric puzzle
TOOLS:
Unity, custom level editor
TIMELINE:
Aug 2025
-
May 2026
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Systems Design (3Cs), Tutorial Design
Unity
KEY ACHIEVEMENTS
Designed 3Cs (object interaction and win/loss UX, camera movement, keyboard controls)
Designed tutorial objective system; implemented and polished 2 tutorials
Sisyphus's Worst Day
Lead Game Designer


GENRE:
Isometric puzzle
TOOLS:
Unity, custom level editor
TIMELINE:
Aug 2025
-
May 2026
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Systems Design (3Cs), Tutorial Design
Unity
KEY ACHIEVEMENTS
Designed 3Cs (object interaction and win/loss UX, camera movement, keyboard controls)
Designed tutorial objective system; implemented and polished 2 tutorials
Sisyphus's Worst Day
Lead Game Designer


GENRE:
Isometric puzzle
TOOLS:
Unity, custom level editor
TIMELINE:
Aug 2025
-
May 2026
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Systems Design (3Cs), Tutorial Design
Unity
KEY ACHIEVEMENTS
Designed 3Cs (object interaction and win/loss UX, camera movement, keyboard controls)
Designed tutorial objective system; implemented and polished 2 tutorials
Sisyphus's Worst Day
Lead Game Designer


GENRE:
Isometric puzzle
TOOLS:
Unity, custom level editor
TIMELINE:
Aug 2025
-
May 2026
PROJECT TYPE:
USC Capstone (AGP)
SKILLS USED
Systems Design (3Cs), Tutorial Design
Unity
KEY ACHIEVEMENTS
Designed 3Cs (object interaction and win/loss UX, camera movement, keyboard controls)
Designed tutorial objective system; implemented and polished 2 tutorials
About + Contact


About Vikram Gonuguntla
Hi there! I'm a Technical Systems Designer specializing in combat and movement gameplay for 3rd-person action games. I recently graduated with a Game Design BFA from the University of Southern California!
I've shipped a few games and pieces of content, including:
10 Challenges for Season 1 of skate. (as a Game Design Intern at EA)
3 titles on Steam (as a Game Designer at USC)
Outside of games-related activities, I'm a huge fan of screenwriting, playing tennis, and cooking. Feel free to reach out at any time :D
I'm looking for a full-time entry level role as a Technical Game Designer or Game Systems Designer, so please don't hesitate to contact me about that either!
Contact Me!


About Vikram Gonuguntla
Hi there! I'm a Technical Systems Designer specializing in combat and movement gameplay for 3rd-person action games. I recently graduated with a Game Design BFA from the University of Southern California!
I've shipped a few games and pieces of content, including:
10 Challenges for Season 1 of skate. (as a Game Design Intern at EA)
3 titles on Steam (as a Game Designer at USC)
Outside of games-related activities, I'm a huge fan of screenwriting, playing tennis, and cooking. Feel free to reach out at any time :D
I'm looking for a full-time entry level role as a Technical Game Designer or Game Systems Designer, so please don't hesitate to contact me about that either!
Contact Me!


About Vikram Gonuguntla
Hi there! I'm a Technical Systems Designer specializing in combat and movement gameplay for 3rd-person action games. I recently graduated with a Game Design BFA from the University of Southern California!
I've shipped a few games and pieces of content, including:
10 Challenges for Season 1 of skate. (as a Game Design Intern at EA)
3 titles on Steam (as a Game Designer at USC)
Outside of games-related activities, I'm a huge fan of screenwriting, playing tennis, and cooking. Feel free to reach out at any time :D
I'm looking for a full-time entry level role as a Technical Game Designer or Game Systems Designer, so please don't hesitate to contact me about that either!
Contact Me!


About Vikram Gonuguntla
Hi there! I'm a Technical Systems Designer specializing in combat and movement gameplay for 3rd-person action games. I recently graduated with a Game Design BFA from the University of Southern California!
I've shipped a few games and pieces of content, including:
10 Challenges for Season 1 of skate. (as a Game Design Intern at EA)
3 titles on Steam (as a Game Designer at USC)
Outside of games-related activities, I'm a huge fan of screenwriting, playing tennis, and cooking. Feel free to reach out at any time :D
I'm looking for a full-time entry level role as a Technical Game Designer or Game Systems Designer, so please don't hesitate to contact me about that either!
Contact Me!

About Vikram Gonuguntla
Hi there! I'm a Technical Systems Designer specializing in combat and movement gameplay for 3rd-person action games. I recently graduated with a Game Design BFA from the University of Southern California!
I've shipped a few games and pieces of content, including:
10 Challenges for Season 1 of skate. (as a Game Design Intern at EA)
3 titles on Steam (as a Game Designer at USC)
Outside of games-related activities, I'm a huge fan of screenwriting, playing tennis, and cooking. Feel free to reach out at any time :D
I'm looking for a full-time entry level role as a Technical Game Designer or Game Systems Designer, so please don't hesitate to contact me about that either!






