Binaya Poudel

Gameplay Programmer • Unity Developer

Gameplay-focused programmer with 6+ years of experience building scalable systems, AI-driven gameplay, and multiplayer features for commercially released mobile games.

COMMERCIAL PROJECTS

Ludo

Ludo (100M+ Downloads)

A massively popular offline mobile board game with over 100 million downloads on Google Play. Contributed to the live production version by improving gameplay systems and implementing monetization and analytics features.

WHAT I DID

  • Implemented and maintained mobile ad integrations including rewarded ads and interstitials.
  • Integrated Firebase Analytics, Remote Config, and Crashlytics to support live game monitoring and balancing.
  • Worked on gameplay improvements and stability updates for the live production build.
  • Collaborated with the team to maintain performance and compatibility across a wide range of Android devices.

WHAT I LEARNED

Working on a live game with millions of players taught me the importance of stability and careful feature rollout. I learned how analytics and remote configuration can be used to monitor player behaviour and adjust game balance without requiring full app updates.

Unity C# Firebase Mobile Ads LiveOps
LudoMatch

LudoMatch / Snake & Ladder Multiplayer (5M+ Downloads)

A real-time multiplayer board game supporting competitive online matches and multiple game modes including Ludo and Snake & Ladder within the same application.

WHAT I DID

  • Designed and implemented the real-time multiplayer gameplay server using Node.js, Socket.io, Redis, and TypeScript.
  • Built systems for matchmaking, player invitations, host migration, and session management.
  • Implemented server-authoritative gameplay synchronization to ensure consistent board state across clients.
  • Developed a shared gameplay architecture allowing Ludo and Snake & Ladder to run on the same core board system.
  • Integrated backend communication using REST APIs and JWT authentication.

WHAT I LEARNED

Building a real-time multiplayer system taught me how to manage server-authoritative game states and handle edge cases such as disconnects, reconnections, and host migration. I gained practical experience designing gameplay systems that remain consistent across multiple clients.

Unity C# Node.js Socket.io Redis TypeScript Multiplayer
Block Match

Block Match: Blast Game (100k+ Downloads)

A puzzle game requiring highly optimized logic to handle massive chain reactions and special block abilities.

WHAT I DID

  • Programmed 100% of the core gameplay loop and special block abilities.
  • Developed a custom Level Editor System for designers to build stages rapidly.

WHAT I LEARNED

Developing the gameplay and level editor taught me how important internal tools are for production speed. By building designer-friendly tools, I learned how engineering decisions can dramatically accelerate content creation and iteration.

Unity Tooling Puzzle Logic Optimization
MightySurvivor

Mighty Survivor Force (100k+ Downloads)

A high-octane rogue-lite survival game focused on fighting massive hordes of enemies with evolving abilities.

WHAT I DID

  • Architected a highly modular Skill System utilizing ScriptableObjects.
  • Built a custom Behavior Tree AI allowing easy logic extension by the design team.

WHAT I LEARNED

Designing modular gameplay systems taught me how to decouple logic and data so that new abilities could be added without modifying the core systems. This reinforced the importance of scalable architecture in games with many interacting mechanics.

Unity C# Behavior Trees Systems Architecture
Indian Driving School 3D

Indian Driving School 3D (100k+ Downloads)

A 3D driving simulation and licensing game combining vehicle handling with educational quiz mechanics.

WHAT I DID

  • Worked on 3D vehicle mechanics and collision detection for precise driving trials.
  • Developed a robust UI state machine to handle the interactive license quiz system, seamlessly transitioning between 2D UI overlays and 3D gameplay.

WHAT I LEARNED

Working on a driving simulation taught me how gameplay systems and UI must interact smoothly. I learned how to structure state management so that complex transitions between gameplay and UI flows remain predictable and maintainable.

3D Physics UI State Management Mobile Optimization

Independent | Side Projects

High Chet

High Chet: Kite Game (500k+ Downloads)

A chill 2d kite-flying game featuring varied environments and dynamic thread-cutting mechanics.

KEY FOCUS

Architected a scalable Inventory System to handle multiple kite types, unlockables, and player stats. Implemented the 2d spatial logic and collision detection required for the core "thread-cutting" combat loop across multiple environmental difficulties.

WHAT I LEARNED

This project helped me understand how gameplay systems and player progression interact. Building the inventory system required designing flexible data structures that could support multiple unlockable items and upgrades.

Spatial Logic Inventory Architecture Environment Management
BarrelBlast

Barrel Blast: Zombie War

A solo-developed, level-based survival shooter featuring modular weapons and dynamic enemy wave progression.

KEY FOCUS

Engineered a custom Behavior Tree AI to manage diverse zombie patterns (patrolling, chasing, attacking). Built a scalable weapon and power-up system allowing for the rapid addition of new gun types without cluttering the core player logic. Handled 100% of the full-cycle deployment to the Play Store.

WHAT I LEARNED

Developing the entire project independently taught me how different game systems interact under production constraints. I gained experience balancing gameplay complexity with performance and maintainability.

Custom AI (Behavior Trees) Weapon Systems Full-Cycle Dev
DrillTillDeep

DrillTillDeep

A fast-paced mining survival game developed under strict Game Jam time constraints.

KEY FOCUS

Acted as the lead Gameplay Programmer in a cross-functional team. Engineered the core digging mechanics, resource management loops, and seamlessly integrated 2D art and UI assets provided by team members within a 48-hour deadline.

WHAT I LEARNED

Working under a strict game jam deadline taught me how to prioritize core gameplay systems and rapidly integrate assets from multiple disciplines while maintaining stable gameplay.

Rapid Prototyping Asset Integration Team Collaboration
BurgerBabble

BurgerBabble

A narrative-driven time-management game addressing themes of dyslexia through fast-paced burger shop mechanics.

KEY FOCUS

Programmed the core order-fulfillment State Machine and time-management logic. Collaborated closely with other teams and 2D artists to tie the complex gameplay mechanics directly into the narrative-driven interface.

WHAT I LEARNED

Implementing the gameplay state machine helped me understand how structured state management simplifies complex gameplay flows and reduces bugs in time-critical systems.

State Machines UI Programming Game Jam
Goobers

Goobers (Contract)

A chaotic physics-based multiplayer racer.

KEY FOCUS

Integrated Photon Fusion to handle authoritative server logic and real-time rigid body physics synchronization across multiple clients.

WHAT I LEARNED

Working with Photon Fusion taught me how network authority and physics synchronization affect gameplay feel in multiplayer games. I learned how important deterministic behaviour is when multiple clients interact in real time.

Photon Fusion Networked Physics
Trap vs Monster

Trap vs Monster (In Development)

A lane-based strategy defense game blending Orcs Must Die, Kingdom Rush, and Plants vs Zombies with systemic depth.

WHAT I BUILT

  • Lane-based trap & enemy architecture supporting stacking, counter-play, and enemy-specific pressure.
  • Charge-driven elemental gate system converting projectiles into elemental variants.
  • Wave-pattern-based spawning system with overlapping wave pressure.
  • Math-driven trap balance model using expected activations, reliability, and economy pressure.

WHAT I LEARNED

Designing systems that resist dominant strategies. Learned how to balance traps and enemies so players must adapt their strategy instead of relying on one overpowered setup.

Systems Design Enemy AI Game Balancing