Prasad Hegde Ignition Sequence
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Prasad Hegde Software Engineer
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Software Engineer  //  Bengaluru, Karnataka, India

Prasad Hegde

Software Engineer

I build the games casinos actually put on the floor — Unity front end to .NET back end. The house always wins; I make sure it does it at 60 fps.

01 / PROFILE

Rider Profile

Software Engineer with 3+ years of full-stack production experience at Light & Wonder — one of the world's largest gaming technology companies (NYSE: LNW). Recognised for end-to-end ownership of complex features, including the first video-integrated Tournament Display system on the platform.

Progressed from intern to Senior Associate Software Engineer in under two years. Shipped 6+ ETG titles running on 100+ terminals across international casino markets. Proficient across platform C/C++, backend .NET/C#/WPF, Unity game clients, and full-stack web tooling.

LocationBengaluru, Karnataka, India
Core Competencies
Feature OwnershipClient-Server ArchitectureUnity Client DevelopmentBackend EngineeringPerformance ProfilingDebugging & Root Cause AnalysisRapid PrototypingCross-Functional CollaborationInternal ToolingAgile DeliveryAI-Assisted DevelopmentInternational Market Delivery
Shipped Titles
Ultimate Texas Hold'emRoulette & VariantsRoulette PODCrapsBaccarat & VariantsSic BoSBJ Tournament
3+ Years Experience
6+ ETG Titles Shipped
100+ Casino Terminals
02 / TRACK RECORD

Experience

Senior Associate Software Engineer

Light & Wonder
Mar 2025 — Present
Bengaluru, India
  • Sole owner of the Tournament Display feature — the first video-integrated, server-driven display capability on the platform, built as an overlay layer over the existing per-game architecture.
  • Built cross-game tournament support: client-server communication for tournament state, a live server-authoritative leaderboard, and a new animation layer for entry, standings and results — one implementation serving every title on the platform.
  • Enabled casino operators to upload custom images and configure live video playback during tournaments, turning the tournament screen into a marketing surface they control.
  • Primary engineering contact for Tournament systems and Ultimate Texas Hold'em across 5+ stakeholder groups spanning development, QA, art, and global teams in India, Australia, and the US.
  • Partnered with QA on regression coverage and issue triage; drove production defects to root cause with backend teams.
  • Ran performance profiling and log-based debugging to clear production bottlenecks, and established a more systematic defect-resolution process across the team.
  • Contributed to titles deployed on 100+ casino terminals across new international markets.
  • Led AI-assisted ideation sessions in the studio, cutting concept-to-prototype time and removing multi-week alignment cycles.
C#.NETUnityWPFC++

Associate Software Engineer

Light & Wonder
Jul 2023 — Mar 2025
Bengaluru, India
  • Started on platform engineering, contributing to OS-level components in C/C++ and building low-level systems fundamentals before moving into ETG game development.
  • Moved into ETG server-side engineering with .NET, C# and WPF — game logic, state management, and backend communication layers for live casino products.
  • Self-taught Unity in production and delivered Ultimate Texas Hold'em as a full production-quality Unity client in a single project cycle, from zero prior Unity experience.
  • Delivered 6+ ETG titles on schedule across Unity client, server and backend: Ultimate Texas Hold'em, Roulette & Variants, Roulette POD, Craps, Baccarat & Variants, Sic Bo and SBJ Tournament — including titles shipped into new international markets.
  • Investigated Unity Addressables, asset management and optimisation strategies; cleared bottlenecks through profiling and log analysis with QA and server teams.
  • Initiated and built several titles and features from scratch with minimal supervision.
CC++C#.NETUnityAddressables

Software Engineering Intern

Light & Wonder
Feb 2023 — Jun 2023
Bengaluru, India
  • Built automated test suites with the Robot Framework, ramping up through structured knowledge-transfer sessions.
  • Converted to a full-time Associate Software Engineer role within five months on technical contribution and team impact.
PythonRobot Framework
03 / PERFORMANCE

Skill Matrix

Graded by evidence, not by a number I made up. Current is what I work in every day. Shipped means production work went out the door with it, but it is not my current stack. AI-Assisted means I build with it occasionally, with an AI in the loop — including this page.

Core Stack

Unity Current
Ultimate Texas Hold'em client, shipped solo from zero experience
C# Current
6+ ETG titles across client and server
.NET Current
ETG game servers, services, tournament backend
Unity Addressables Current
Asset management and load-time optimisation
Unity WebGL Current
10 titles hosted on the prototyping portal

Shipped With, Not Current

C++ Shipped
Platform and OS-level components
C Shipped
Platform engineering
WPF Shipped
Operator-facing configuration tooling
Python Shipped
Robot Framework automation suites
SQL Shipped
Backend queries and reporting

Web, AI-Assisted

JavaScript AI-Assisted
This site — ES modules, no framework
Three.js AI-Assisted
The instrument cluster on this page
React AI-Assisted
QR feedback admin panel
Node.js AI-Assisted
Feedback pipeline backend

Tools & Practice

Perforce Current
Primary VCS at the studio
Git / GitHub Desktop Current
Personal and web projects
Log-Based Debugging Current
Root-cause on live production defects
Performance Profiling Current
Unity and server bottleneck resolution
Client-Server Design Current
Game logic and state sync across games
AI-Assisted Delivery Current
Led studio ideation sessions
04 / BUILDS

Selected Work

QR-Based Player Feedback System

Structured feedback pipeline for ETG cabinets
Audit-ready
compliance data

A QR-triggered feedback workflow embedded in ETG cabinets and demo setups — replacing informal verbal feedback with structured, auditable, compliance-ready player data, plus an admin panel with automated Confluence sync.

Node.jsReactUnity
Read the case study
05 / PLAYABLE

Arcade

Builds that run right here in the browser — no plugins, no downloads. Unity WebGL and Godot both export to HTML5, so they embed straight into the page.

Unity

Joker's Wild Field

Playable

A Unity build running natively in the browser — Brotli-compressed with Addressables-driven asset loading, no plugin or download required.

UnityC#WebGLAddressables
Mouse + keyboard
Godot 4

Godot Web Build

In development
In development Playable right here soon

Godot 4 exports to HTML5/WebAssembly, so it embeds the same way as Unity.

Godot 4GDScriptWebAssembly
06 / FOUNDATION

Education

B.E. in Computer Science

Dayananda Sagar Academy of Technology & Management, Bengaluru
2019 — 2023  ·  CGPA 8.5 / 10

Final-year project: Software Defect Prediction using machine learning models including Reinforcement Learning.

Certifications

Machine Learning
Python
C++
C#

Languages

English Professional Proficiency
Kannada Native
Hindi Professional Proficiency
07 / OFF THE CLOCK

Interesting Bits

Everything my appraisal form has no field for. Mostly engines, altitude, and jokes that compile with warnings.

I Hike

Show me a trail and a genuinely alarming weather forecast and I am already packing. Altitude is the only latency I have ever enjoyed.

I Ride

Two wheels, ideally somewhere with corners and no straight lines to get bored on. That this entire site is built as an instrument cluster is not what anyone would call a coincidence.

I Drive

Long drives with no destination are my preferred debugger. No breakpoints, no stack traces, and the only exception thrown is a cow at kilometre 40.

I Travel

New places, questionable street food, and a camera roll that is 80% landscapes, 15% menus I meant to remember, and 5% my own thumb.

I Have Jokes

Studio-certified source of terrible puns. My humour ships with known issues and no regression suite, but in three years QA has not once managed to reproduce a crash.

The Dream Garage

Neither of these is in my actual garage. Both are rendered live, which is cheaper and needs no insurance. Drag to rotate.

Dream Bike

BMW S1000XR

Drag to rotate

A superbike engine that has been talked into wearing luggage racks. Sensible on paper, entirely unreasonable past 8,000 rpm — which is the exact trait I look for in an engine and, apparently, in a codebase.

LayoutInline-4
CharacterSport-Touring
Redline~12,000 rpm
Dream Car

Range Rover Velar

Drag to rotate

Flush door handles that retract when you walk away, a roofline no SUV needs, and almost nothing on the surface that is not load-bearing. Someone deleted every line that was not doing a job — I respect that in a design and aspire to it in a pull request.

FormCoupé-SUV
SignatureFlush handles
ApproachReductive
08 / FINISH LINE

Open the Throttle

Questions about the work, the engines, or the render pipeline behind this page — email is the fastest way to reach me.

prasadhegde2001@gmail.com