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—About

Active
Role
Game Developer
Engine
Unreal Engine 5
Studio
Denetic Studio
Based
Chennai, India
Local
Since
2020

I'm Jayasakthi. I make games in Unreal Engine 5, and I run the studio that makes them.

I started writing software in 2020 and spent the next five years shipping real things — a cross-platform habit tracker, a desktop resume builder, a media pipeline wrapping yt-dlp and FFmpeg, a task manager with applied ML behind it. Four products, designed and built and actually released. That period taught me the part of this job that has nothing to do with engines: how to finish.

In 2024 I founded Denetic Studio. Seven of us, independent, in Chennai, building atmospheric and story-led games. There is no announced title yet and I'm not going to pretend otherwise — we're in concept and story development, finding the voice before we commit to the thing. What I can tell you is what a Denetic game is supposed to feel like, and that Unreal Engine 5 is where we're building it.

So my work now splits in two. Creative direction: holding the shape of the game so seven people are making the same one. And engineering: gameplay and systems in C++ and Blueprints, editor tooling, lighting, and the pipeline work that decides whether a small team ships or stalls. I'm also two years into a B.Tech in Computer Science with an AI and ML specialisation, which turns out to be far less of a detour than it sounds.

01Strengths

Four claims, each with the evidence attached. A strength without one is just an adjective.

01

Ships things

Four products designed, built, packaged and released — not four repositories.

02

Learns fast

Flutter, Electron, React/Node and now Unreal — each one taken to a shipped or working state.

03

Systems thinking

Built a real-time media pipeline orchestrating external processes without stalling a UI thread.

04

Scope discipline

Runs a seven-person studio on the principle that cutting a feature beats adding a floor.

02Education

2024 — 2028

B.Tech, Computer Science Engineering — AI & ML Specialization

Algorithms and operating-systems work is the same material a gameplay programmer lives in — memory, scheduling, and the cost of a bad data structure at 60 frames a second. The AI and ML specialisation points directly at agent behaviour and procedural systems.

  • Data Structures & Algorithms
  • DBMS
  • Operating Systems
  • Machine Learning

Where the attention goes

  • 01Gameplay & systems programming
  • 02Environment art & lighting
  • 03Procedural and agent behaviour
  • 04Independent game production

The studio is where most of this ends up. If you want the short, printable version instead, the resume has it.