Vikram Gonuguntla

Technical Systems Designer

Seeking to create experiences that players will remember, forever.

Vikram Gonuguntla

Technical Systems Designer

Seeking to create experiences that players will remember, forever.

Vikram Gonuguntla

Technical Systems Designer

Seeking to create experiences that players will remember, forever.

Vikram Gonuguntla

Technical Systems Designer

Seeking to create experiences that players will remember, forever.

Vikram Gonuguntla

Technical Systems Designer

Seeking to create experiences that players will remember, forever.

Work Experience

Untitled Alt-Ctrl Game

Software Engineering Intern

ARD Corporation

LOCATION:

On-Site North Andover, MA

TIMELINE:

Nov 2026

-

Mar 2027

PROJECT TYPE:

Internship

GENRE:

Educational, alt-control

SKILLS USED

  • Technical: Android development, Kotlin

  • Design: Game Systems, UX; Educational

KEY ACHIEVEMENTS

  • Coming soon…

  • Coming soon…

  • Coming soon…

  • Coming soon…

Untitled Alt-Ctrl Game

Software Engineering Intern

ARD Corporation

LOCATION:

On-Site North Andover, MA

TIMELINE:

Nov 2026

-

Mar 2027

PROJECT TYPE:

Internship

GENRE:

Educational, alt-control

SKILLS USED

  • Technical: Android development, Kotlin

  • Design: Game Systems, UX; Educational

KEY ACHIEVEMENTS

  • Coming soon…

  • Coming soon…

  • Coming soon…

  • Coming soon…

Untitled Alt-Ctrl Game

Software Engineering Intern

ARD Corporation

LOCATION:

On-Site North Andover, MA

TIMELINE:

Nov 2026

-

Mar 2027

PROJECT TYPE:

Internship

GENRE:

Educational, alt-control

SKILLS USED

  • Technical: Android development, Kotlin

  • Design: Game Systems, UX; Educational

KEY ACHIEVEMENTS

  • Coming soon…

  • Coming soon…

  • Coming soon…

  • Coming soon…

Untitled Alt-Ctrl Game

Software Engineering Intern

ARD Corporation

LOCATION:

On-Site North Andover, MA

TIMELINE:

Nov 2026

-

Mar 2027

PROJECT TYPE:

Internship

GENRE:

Educational, alt-control

SKILLS USED

  • Technical: Android development, Kotlin

  • Design: Game Systems, UX; Educational

KEY ACHIEVEMENTS

  • Coming soon…

  • Coming soon…

  • Coming soon…

  • Coming soon…

Untitled Alt-Ctrl Game

Software Engineering Intern

ARD Corporation

LOCATION:

On-Site North Andover, MA

TIMELINE:

Nov 2026

-

Mar 2027

PROJECT TYPE:

Internship

GENRE:

Educational, alt-control

SKILLS USED

  • Technical: Android development, Kotlin

  • Design: Game Systems, UX; Educational

KEY ACHIEVEMENTS

  • Coming soon…

  • Coming soon…

  • Coming soon…

  • Coming soon…

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

[Untitled Shooter]

3rd-Person Cover Shooter

Alt-Fire Sniper

GENRE:

3rd-person shooter

TOOLS:

Unreal Engine, C++, Blueprints

TIMELINE:

Sep 2026

-

Nov 2026

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

  • Coming soon…

  • Coming soon…

  • Coming soon…

[Untitled Shooter]

3rd-Person Cover Shooter

Alt-Fire Sniper

GENRE:

3rd-person shooter

TOOLS:

Unreal Engine, C++, Blueprints

TIMELINE:

Sep 2026

-

Nov 2026

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

  • Coming soon…

  • Coming soon…

  • Coming soon…

[Untitled Shooter]

3rd-Person Cover Shooter

Alt-Fire Sniper

GENRE:

3rd-person shooter

TOOLS:

Unreal Engine, C++, Blueprints

TIMELINE:

Sep 2026

-

Nov 2026

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

  • Coming soon…

  • Coming soon…

  • Coming soon…

[Untitled Shooter]

3rd-Person Cover Shooter

Alt-Fire Sniper

GENRE:

3rd-person shooter

TOOLS:

Unreal Engine, C++, Blueprints

TIMELINE:

Sep 2026

-

Nov 2026

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

  • Coming soon…

  • Coming soon…

  • Coming soon…

[Untitled Shooter]

3rd-Person Cover Shooter

Alt-Fire Sniper

GENRE:

3rd-person shooter

TOOLS:

Unreal Engine, C++, Blueprints

TIMELINE:

Sep 2026

-

Nov 2026

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

  • Coming soon…

  • Coming soon…

  • Coming soon…

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 5+ behaviors (perception, pathfinding, 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 5+ behaviors (perception, pathfinding, 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 5+ behaviors (perception, pathfinding, 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 5+ behaviors (perception, pathfinding, 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 5+ behaviors (perception, pathfinding, 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 7+ 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 7+ 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 7+ 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 7+ 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 7+ 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!

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!

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!

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!

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!

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com