Software Lead | XR, SDK Development, Unity3D, UE4

Bengaluru


San Diego, California, United States

United States

Miami/Fort Lauderdale Area

New York, New York


Los Angeles, California





Master's Degree, Game Engineering
University of Utah

Bachelor's degree, Computer Engineering
University of Mumbai
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Bengaluru
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Senior Lead Engineer, XR Research (System Software) at Qualcomm, Dec 2025 - Present · 11 mos, Bengaluru
Lead Software Engineer at Qualcomm, Dec 2024 - Dec 2025 · 1 yr 1 mo, Created XR prototypes for PC-VR and Android XR, used to validate new perception features on pre-production hardware and reference glasses. Integrated hand tracking and plane tracking into Unity through custom XR Subsystem providers, bridging Unity's managed layer to Qualcomm's proprietary lower software stack over a native C++ plugin. Aligned the provider surface with AR Foundation and Unity XR Hands so existing content ran against the platform without app-side rewrites. Debugged tracking quality, pose timing, and threading across the engine and runtime boundary, and fed API feedback back to the perception and runtime teams.
Senior Software Engineer at Qualcomm, Dec 2020 - Dec 2024 · 4 yrs 1 mo, San Diego, California, United States, Developed and maintained the Snapdragon Spaces Unity and Unreal Engine SDKs: OpenXR plugin layer, subsystem providers, samples, and release packaging across SDK versions. Integrated perception and platform features as OpenXR extensions rather than engine-specific hooks, including hand tracking, image tracking, plane detection, spatial anchors, spatial meshing, and foveated rendering. Led XR prototypes and AR Studio demos in Unity, StereoKit, and Unreal that put pre-release silicon in front of internal stakeholders and partners. Supported OEM and game studio integrations through bring-up and debugging, and wrote the SDK documentation, sample walkthroughs, and video tutorials developers worked from.
Software Engineer at 2K, Jun 2020 - Dec 2020 · 7 mos, United States, Was a part of the Visual Concepts team and worked on tools for NBA 2k21 gene and gen5 titles.
Software Engineer at Magic Leap, Aug 2019 - May 2020 · 10 mos, Miami/Fort Lauderdale Area, SDK and Tools. (Engines: Unity3D, UE4 Platforms: Lumin, Languages: C#,C++) Worked as one of the primary engineer on the Unity SDK team. Key responsibilities included : API integration, unity plugin development, creating examples, toolkits and helper classes to demonstrate best practices for developers. Other responsibilities included: API integration for Unreal, sdk documentation and release notes.
Developer (Emerging Tech) at The Mill, Dec 2017 - Aug 2019 · 1 yr 9 mos, New York, New York, Creating interactive and experiential experiences with the emerging tech team. My responsibilities include developing AR,VR, MR & Real-time experiences, creating tools to integrate for existing 3D pipeline and other creative projects. Most projects require the use of C#,C++, JavaScript and python as programming languages and Unity, Unreal & Spark AR. as 3D Engines
Creative Developer at The Mill, Dec 2017 - Aug 2019 · 1 yr 9 mos, Delivered AR, VR, and mixed-reality experiences in Unity and Unreal for brand and broadcast clients. Wrote tools connecting the studio's existing 3D and VFX pipelines to real-time engines, which cut the hand-off work between artists and engineers. Shipped Gatorade Beat the Blitz, Nissan TechDrive, and AT&T It Can Wait (VR); Nike JoyRide and HBO Watchmen (AR); Jurassic World and Fantastic Beasts (AR effects); Sesame Street and Lady Gaga (realtime).
Software Engineer - XR at Mira Labs, Inc., May 2017 - Dec 2017 · 8 mos, Los Angeles, California, Creating Software Development Kit and Content for Mira Prism Mira is a mobile-first augmented reality company that makes premium AR experiences available to everyone. Its Prism headset allows users to discover and share engaging AR content, and its software development kit makes it easy for creators to develop new and unique augmented experiences. Mira’s untethered Prism headset digitally imposes holographics into the physical world, providing a window into the interactive world of AR and a new dimension of social experiences.
Master's Degree, Game Engineering, University of Utah
Bachelor's degree, Computer Engineering, University of Mumbai
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