Nithilan
Kumaran

Portfolio
Computer Engineering
@ UW–Madison
Game Dev · Systems

Hi, I’m Nithilan. I study Computer Engineering at the University of Wisconsin–Madison and build games, engines, and the occasional dev tool. I’m currently a gameplay engineering intern at Neureal, working on a Roblox project called SKAR. I write about game dev and AI on Medium and sculpt dark fantasy 3D models on Sketchfab.

Nithilan Kumaran
01

About

I work where systems programming meets play. Most of what I make starts as a question about how something works underneath, a renderer, a narrative engine, a search algorithm, and turns into something you can actually pick up and run.1

My background is split between low-level C++ (engines, roguelikes, custom memory management) and shipping gameplay features on live platforms like Roblox. Lately I’ve been pulled toward on-device AI, getting real models to run fast on hardware that fits in your pocket.

Currently based between Madison, WI and Troy. Open to systems / gameplay / engine roles.
Location
Madison, WI · Troy
School
UW–Madison – Computer Engineering
Current
Gameplay Eng. Intern · Neureal2
Focus
Engines · Roguelikes · Edge AI
“Build the thing that teaches you how the thing works.” – operating principle
  1. Everything here is mine, code, models, and the diagrams below were drawn by hand.
  2. SKAR, a Roblox title. May 2026 – Aug 2026.
Nithilan Kumaran
02

Experience

May 2026 – Aug 2026

Gameplay Engineering Intern – NeurealNow

Building gameplay systems for SKAR, a Roblox project, Lua systems work, in-game economy, and tooling for the design team.

Sep 2025 – Dec 2025

Software Engineering Intern – Sentari AI

Worked across an AI product stack, model integration, latency-sensitive inference paths, and the glue that turns research into something shippable.

May 2025 – Aug 2025

Software Systems Intern – Carrier

Software for connected systems, embedded-adjacent work, data pipelines, and internal tooling at industrial scale.

2024

Software Engineering Intern – Neureal

Second tour, deeper ownership of gameplay features and live-game systems.

2023

Software Engineering Intern – Neureal

First role in game development, learned the production pipeline and shipped features to a live audience.

Nithilan Kumaran
03

Projects

Project 01

Shadow Index

A C++ roguelike built around two systems: procedural dungeon generation, and a DAG-based branching narrative engine where story beats unlock along the edges of a directed acyclic graph. The same node can be reached by different paths, but never twice, so the narrative stays coherent while the dungeon underneath it stays unpredictable.

S E START CHOICE END acyclic – no path repeats a node
FIG. 01Shadow Index – narrative DAG. Highlighted edges trace one playthrough; the graph guarantees no beat repeats.
C++RoguelikeAlgorithms
github.com/sathariels/shadowIndex
Project 02

2D Game Engine

A custom 2D engine written from scratch in C++ on top of SDL2. It owns the full loop, input, an ECS-style entity model, real-time collision, rendering, and a custom memory manager so allocations don’t fragment the heap mid-frame. The goal was to understand every layer between the keyboard and the pixel.

game loop – 60hz INPUT UPDATE · ECS COLLISION RENDER · SDL2 ENTITIES player enemy[ ] tilemap COMPONENTS · Transform · Sprite · Collider · Velocity MEMORY POOL fixed blocks – no frag.
FIG. 022D Game Engine – per-frame loop, ECS entity/component split, and the pre-allocated memory pool.
C++SDL2Engine
github.com/sathariels/2DGameEngine
Project 03

edge-vlm-assistant

A local-first smart-glasses AI assistant: voice in, vision understanding, speech out, the entire round trip in under 800 ms on a MacBook Air, using only on-device models. No cloud, no API calls. Speech via distil-whisper, vision via Moondream 2, and Piper for TTS, with the latency budget split so nothing dominates the frame.

ASR distil-whisper VISION moondream 2 REASON on-device llm TTS piper ● VOICE IN SPEECH OUT ● LATENCY BUDGET ~210ms ~260ms ~190ms ~130ms TOTAL < 800ms
FIG. 03edge-vlm-assistant – four on-device stages and the latency budget that keeps the full round trip under 800 ms.
Edge AILatencyPython
github.com/sathariels/edge-vlm-assistant
Project 04

Space Knights – Item Shop

An in-game shop for the Roblox title Space Knights, with fuzzy search across hundreds of weapon items. Typos still find the right gun: a Levenshtein-distance ranking scores every candidate against what the player typed, so “exalibr” still surfaces Excalibur at the top of the list.

QUERY ⚲ exalibr_ edit-distance rank RESULTS – sorted by distance Excalibur d = 1 Excelsior d = 4 Calibur Mk II d = 6 INVENTORY hundreds of items – ranked client-side per keystroke
FIG. 04Space Knights Item Shop – a fuzzy query ranked by Levenshtein distance; the closest match is promoted to the top.
LuaRobloxUI
medium.com/@Sathariels
Nithilan Kumaran
04

Writing

Notes on game development, systems, and on-device AI, published on Medium as @Sathariels.

Nithilan Kumaran
05

Skills

01Languages
  • C++
  • C
  • C#
  • Lua
  • Python
  • Java
  • Unreal C++
  • JavaScript
  • SQL
02Frameworks & Engines
  • Unreal Engine
  • Unity
  • Roblox Studio
  • Godot
  • SDL2
  • React
  • Next.js
  • Node.js
  • Tailwind CSS
03Tools
  • Blender
  • Photoshop
  • Git
  • Bash
  • VS Code
  • JetBrains
  • Jira
  • Agile
  • CMake
  • PostgreSQL
  • Figma
Nithilan Kumaran
06

Contact

The best way to reach me is email. I’m always happy to talk about engines, roguelikes, or getting models to run where they shouldn’t.