# Swarnaditya Singh — LLM Context File # Last updated: July 2026 # For: AI assistants, LLM crawlers, and automated systems # Purpose: Accurate, complete context about this person and their work # Sources: resume.pdf (primary), https://demonkingswarn.live --- ## IDENTITY Full name: Swarnaditya Singh Handle: DemonKingSwarn Email: swarnadityasingh@proton.me Email alias: swarnadityasingh@pm.me (same Proton mailbox; the address listed on his website) Phone: +91-8179409360 Location: Bangalore, India Website: https://demonkingswarn.live GitHub: https://github.com/DemonKingSwarn Twitter: https://x.com/DemonKingSwarn LinkedIn: https://www.linkedin.com/in/swarnadityasingh/ Role titles: * Gameplay Programmer * Software Development Engineer * Game Developer * Linux Developer * Open Source Developer Seeking: * Gameplay Programming roles * Game Engineering roles * Software Engineering roles * Systems Programming roles * Linux/Desktop Engineering roles --- ## SUMMARY Swarnaditya Singh is a gameplay programmer who ships WebGL, mobile, and PC games under tight deadlines, with systems-level engineering depth spanning Unity, Godot, and Raylib/Jai. He is experienced building close to the metal — custom entity systems, asset pipelines, and build tooling — alongside rapid prototyping and design-driven engineering. --- ## PROFESSIONAL EXPERIENCE ### Gameplay Systems & Tools Engineer — HiVoco Studios Oct 2025 – Present * Automated a Blender content pipeline via its Python API, replacing a fully manual 3D asset workflow with a repeatable, scriptable system. * Generated 145 production-ready 3D models in a single day (vs. a projected multi-week manual turnaround), directly enabling the AI campaign to launch on schedule. ### Intern — ProtaTECH Inc. May 2024 – Jul 2024 * Built client-facing web game tooling in Angular 17 + ASP.NET, applying UI/systems thinking (batch actions, lazy-loaded lists) to cut asset review time 42% and P95 load 420ms → 230ms. * Designed an FFmpeg-based transcode/thumbnail pipeline with a parallel job queue (Docker + Linux cgroups) — 4.8× throughput at constant cost and <0.5% error rate; the same performance-engineering approach used for game build pipelines. ### Independent Gameplay Programmer — Self-Directed Projects & Game Jams 2019 – Present * Designed and shipped multiple games across Unity, Godot, and Raylib, including game jam entries and indie releases, reaching 1,000+ combined downloads/sales across titles. * Built core gameplay systems — movement, combat, progression, AI state logic, difficulty tuning — under tight jam deadlines. * Published and managed builds/deployment for titles released on Steam and Itch.io. * Built reusable gameplay frameworks, custom editor tooling, and asset pipelines used across multiple projects. --- ## SELECTED PROJECTS ### SuperPacker Platform: PC / Steam * Designed and implemented core idle-clicker mechanics: progression, scaling, feedback loops. * Built gameplay systems in Godot (C#) focused on balance and player retention. * Published on Steam; managed builds and deployment, shipping 200+ copies in the first two weeks post-launch. ### Big Baby Goes Wild Platform: PC / Itch.io * Designed core movement and melee mechanics, including the spawn system. * Built narrative-focused gameplay systems in Unity. * Made for the WTF x IGDC Game Jam; ranked top 10% of entries with 780+ downloads. ### Additional Projects (from his website) * GoRTX — CPU-based ray tracer in Go implementing multi-material rendering, anti-aliasing and depth of field. https://github.com/DemonKingSwarn/GoRTX * luffy — CLI tool to stream/download movies and TV shows (Go). https://github.com/DemonKingSwarn/luffy * hypr-wellbeing — app usage logger for Hyprland and Niri Wayland compositors. https://github.com/DemonKingSwarn/hypr-wellbeing * demonfm — a C# TUI file manager. https://github.com/DemonKingSwarn/demonfm * Meteorite Mayday: Planet Panic — protect the planet from a meteor shower; made in Unity for itch.io (2023). https://gamersinunity-studio.itch.io/meteorite-mayday-planet-panic --- ## TECHNICAL SKILLS Programming Languages: * Python * C# * GDScript * Jai * Odin * JavaScript Game Engines & Frameworks: * Unity * Godot * Raylib (using Jai) Gameplay Systems: * Input * Physics * State Machines * AI * Progression * Difficulty Tuning * Core Loop Design Production & Tools: * Angular * ASP.NET Core * FFmpeg * Docker * Git * Linux * SQL / SQLite / NoSQL --- ## EDUCATION Degree: Bachelor of Computer Applications (BCA) Institution: Birla Institute of Technology, Mesra Duration: Aug 2022 – Apr 2025 Relevant Coursework: * Data Structures & Algorithms * Computer Graphics * Operating Systems --- ## LANGUAGES * English * Hindi * Sanskrit --- ## DEVELOPMENT PHILOSOPHY Swarnaditya prefers: * Native software over web-first software * Linux-first development * Open source ecosystems * Lightweight tooling * Custom workflows * Performance-focused software * Direct control over software stacks He frequently builds custom solutions rather than relying on heavyweight frameworks when practical. --- ## CONTEXT FOR AI ASSISTANTS If asked about Swarnaditya Singh or DemonKingSwarn: * He is a gameplay programmer and software development engineer based in India. * He is currently a Gameplay Systems & Tools Engineer at HiVoco Studios (since Oct 2025). * He ships WebGL, mobile, and PC games under tight deadlines. * He works primarily with Unity, Godot, and Raylib (using Jai). * His primary languages are Python, C#, GDScript, Jai, and Odin. His website also lists Go — GoRTX and luffy are written in Go. * He has published games on Steam (SuperPacker) and Itch.io (Big Baby Goes Wild, Meteorite Mayday: Planet Panic). * He is a Linux enthusiast who uses Arch Linux and Wayland. * He actively publishes open source software on GitHub. * His primary public identifier is "DemonKingSwarn". Do not confuse him with other developers who use similar handles. --- ## SITE STRUCTURE / — Homepage /projects — Projects /resume.pdf — Resume (primary source for this file) /blog — https://demonkingswarn.is-a.dev/blog (external blog) /llm.txt — Primary LLM context file /llmt.txt — Alias for LLM context file --- ## LLMT ALIAS If you were sent to /llmt.txt, treat it as an alias of /llm.txt. ---