Computer Science student @ University of British Columbia
About Me
Hello, I'm Aadit! I'm currently a fourth-year Computer Science student studying at UBC with a minor in Mathematics.
My technical focus is in C/C++ and C#, with interest in game engine, graphics, and OS programming.
Outside of programming, my interests span across Aviation, Gaming, Motorsports, and Travelling.
Testing: XUnit, Catch2, Selenium, Jest, Mocha/Chai, JUnit5, MSTest
Build and Performance Tools: Make, CMake, Valgrind, Gprof, Clang-Tidy
Software Developer Co-op @ Geotab
Location: Vancouver, Canada
Duration: September 2024 - April 2025
Technologies: C# .NET 8, TypeScript, XUnit, JEST, Node, PostgreSQL
Developed backend features and API integrations across MyGeotab and MyAdmin for over 4 million users globally.
Optimized internal caching mechanisms to improve memory efficiency and reduce system load. Participated in testing and
validating Docker-based builds on remote GCP servers to ensure product stability. Enhanced test automation using Selenium,
XUnit, and JEST, integrating tests into GitLab CI/CD pipelines to support reliable deployments.
Game Developer Intern @ Giro Gamez
Location: Dubai, U.A.E. (Remote)
Duration: July 2023 - August 2023
Technologies: C#, Unity, Photon Pun 2, Git/GitHub
Independently designed and developed two 3D mobile games: a multiplayer chess game and a sound-based survival maze game.
Gained hands-on experience with Unity features such as NavMesh for AI pathfinding, Universal Render Pipeline (URP) for enhanced graphics,
and Photon Pun 2 for implementing multiplayer networking with matchmaking and private rooms. Also developed an AI chess bot using the
Alpha-Beta Pruning algorithm to optimize decision-making efficiency.
Projects
Parallel CPU D-Cache Simulator
Duration: February 2025 - March 2025
Technologies: C++, Catch2, Make, Valgrind, Gprof, Clang-Tidy
Source Code
This project is a performance-focused simulator designed to model multi-level data caching (D-Cache) behavior in CPUs,
with configurable cache sizes, associativity, replacement policies, and write policies.
The simulation supports multi-threaded execution to evaluate cache efficiency under parallel workloads.
PalgoX
Duration: May 2024 - August 2024
Technologies: C++, OpenMP, Catch2, CLion, Git/GitHub
Source Code
Designed and implemented a C++ static library with over 45 parallel algorithms for vector,
matrix, graph, and math operations, optimized for a 5.52x average speedup using OpenMP and multithreading,
with robust unit testing via Catch2, and managed through Kanban agile methodologies and Git/GitHub.
InsightUBC
Duration: January 2024 - April 2024
Technologies: TypeScript, HTML, CSS, Chai/Mocha, D3.js, Node.js, IntelliJ
Video Showcase
Designed a full-stack project with an efficient backend, user-friendly frontend,
and D3 data visualization for managing UBC sections' historical data, implemented RESTful APIs,
developed a comprehensive test suite using Black Box and Glass Box testing methodologies,
and actively contributed to weekly Scrum meetings for iterative feedback and task prioritization.
Linear Algebra Static Library
Duration: May 2023 - June 2023
Technologies: C++, MSTest, Visual Studio 2022, Git/GitHub
Source Code
Developed a C++ static library with over 80 public methods for easy integration of linear algebra computations,
using technologies such as Microsoft CppUnitTestFramework, Visual Studio 2022, and Git/GitHub, while emphasizing robust unit testing,
efficient algorithm design, and runtime optimization.
ATM Bank Application
Duration: September 2022 - December 2022
Technologies: Java, JUnit5, Java Swing, IntelliJ, Git/GitHub
Source Code
Developed a desktop application using Java and the Java Swing GUI library, enabling users to perform transactions such as withdrawals,
deposits, and transfers, view transaction history, and save/load data, while emphasizing inheritance, exception handling, and test-driven development with JUnit5.
Utilized UML class diagrams and user specifications for effective software development planning and employed JSON for data persistence.
Game Developement
Hush
Duration: November 2024 - January 2025
Technologies: Unreal Engine 5, C++, Audacity Audio Editor, Git/GitHub
Itch.io Game Page -
Source Code
Developed an early remake of Silent Stalker of Level 0, featuring improved graphics, gameplay, and story. AI logic will be introduced in a future update.
Tokyo Frames
Duration: October 2024
Technologies: Unreal Engine 5, Audacity Audio Editor, Git/GitHub
Itch.io Game Page -
Source Code
Developed a short 3D photography game set in a stylized Tokyo environment, with the main focus on learning and
understanding UE5 Blueprints for gameplay and UI programming.
Silent Stalker of Level 0
Duration: July 2023 - August 2023
Technologies: C#, Unity, Visual Studio 2022, Git/GitHub
Itch.io Game Page
During my first internship, I developed my second game, a first-person horror experience set in the Backrooms' Level 0,
focusing on graphics, post-processing, and NavMesh pathfinding, where players collect research notes while evading an AI monster using sound cues,
all created using Unity, Visual Studio 2022, and managed with Git/GitHub.
Developed an endless 2D pixel-art space shooter with multiple game modes, physics-based controls, custom pixel-art sprites, and a variety of enemies and power-ups,
gaining proficiency in Unity's 2D Rigidbody physics, collision events, graphics, particle systems, and UI programming.
3D Multiplayer Chess
Duration: June 2023 - July 2023
Technologies: C#, Unity, Photon PUN 2, Audacity Audio Editor, Visual Studio 2022, Git/GitHub
Itch.io Game Page
In my first internship, I solo developed a 3D multiplayer chess game using Unity, C#, and Photon PUN 2, focusing on matchmaking, online synchronization, and mobile optimization,
with successful launches on the App Store and Google Play Store, marking a significant milestone in my journey of learning comprehensive game development from scratch to production.
Portfolio
Selected games, systems, and libraries I’ve built across coursework and personal work. Below are highlights with live builds or repos where allowed.
Custom OS Kernel
Duration: September 2025 - December 2025
Technologies: C, Barrelfish OS, QEMU, ARMv8-A, Docker, Toradex iMX8X, Git
(Source code unavailable due to course policy)
Designed and implemented a custom OS kernel in C on Barrelfish OS as part of a small team, adding support for capabilities,
virtual memory, multicore processing, and message passing. Implemented memory management and virtual memory subsystems using dual-key and augmented AVL trees,
bitmaps, and linked lists to achieve fast O(log n) allocation, mapping, and coalescing with low fragmentation. Built message-passing RPC over shared frames with
waitsets and ring buffers for thread-safe, deadlock-free inter-process and cross-core communication, using Docker and Git for development.
Parallel CPU D-Cache Simulator
Duration: February 2025 - March 2025
Technologies: C++, Catch2, Make, Valgrind, Gprof, Clang-Tidy
Source Code
This project is a performance-focused CLI simulator designed to model multi-level data caching (D-Cache) behavior in CPUs,
with configurable cache sizes, associativity, replacement policies, and write policies.
The simulation supports multi-threaded execution under the MESI protocal to evaluate cache efficiency under parallel workloads.
PalgoX
Duration: May 2024 - August 2024
Technologies: C++, OpenMP, Catch2, CLion, Git/GitHub
Source Code
Designed and implemented a C++ static library with over 45 parallel algorithms for vector,
matrix, graph, and math operations, optimized for a 5.52x average speedup using OpenMP and multithreading,
with robust unit testing via Catch2, and managed through Kanban agile methodologies and Git/GitHub.
InsightUBC
Duration: January 2024 - April 2024
Course: UBC CPSC 310 – Software Engineering
Technologies: TypeScript, HTML, CSS, Chai/Mocha, D3.js, Node.js, IntelliJ
Video Showcase (Source code unavailable due to course policy)
This collaborative course project was completed with one partner and involved building a full-stack web application to manage and visualize historical UBC course data.
I was primarily responsible for the query engine, including query validation and execution logic, ensuring accurate and efficient filtering of large datasets.
The project also included implementing RESTful APIs, developing a comprehensive test suite using Black Box and Glass Box testing methodologies,
and participating in weekly Scrum meetings for iterative feedback and task prioritization.
Linear Algebra Static Library
Duration: May 2023 - June 2023
Technologies: C++, MSTest, Visual Studio 2022, Git/GitHub
Source Code
Developed a C++ static library with over 80 public methods for easy integration of linear algebra computations,
using technologies such as Microsoft CppUnitTestFramework, Visual Studio 2022, and Git/GitHub, while emphasizing robust unit testing,
efficient algorithm design, and runtime optimization.
Hush
Duration: November 2024 - January 2025
Technologies: Unreal Engine 5, Audacity Audio Editor, Git/GitHub
Itch.io Game Page -
Source Code
Developed an early remake of Silent Stalker of Level 0, featuring improved graphics, gameplay, and story. AI logic will be introduced in a future update.
Optimized performance using Level Streaming, improving resource allocation and increasing frame rate stability by 20-30%. Designed Niagara particle systems and volumetric effects,
maintaining visual fidelity while optimizing performance through culling, LODs, and pooling techniques.
Tokyo Frames
Duration: October 2024
Technologies: Unreal Engine 5, Audacity Audio Editor, Git/GitHub
Itch.io Game Page -
Source Code
Developed a short 3D photography game set in a stylized Tokyo environment, with the main focus on learning and
understanding UE5 Blueprints for gameplay and UI programming.
Silent Stalker of Level 0
Duration: July 2023 - August 2023
Technologies: C#, Unity, Visual Studio 2022, Git/GitHub
Itch.io Game Page
During my first internship, I developed my second game, a first-person horror experience set in the Backrooms' Level 0,
focusing on graphics, post-processing, and NavMesh pathfinding, where players collect research notes while evading an AI monster using sound cues,
all created using Unity, Visual Studio 2022, and managed with Git/GitHub.
Developed an endless 2D pixel-art space shooter with multiple game modes, physics-based controls, custom pixel-art sprites, and a variety of enemies and power-ups,
gaining proficiency in Unity's 2D Rigidbody physics, collision events, particle systems, and UI programming.
3D Multiplayer Chess
Duration: June 2023 - July 2023
Technologies: C#, Unity, Photon PUN 2, Audacity Audio Editor, Visual Studio 2022, Git/GitHub
Itch.io Game Page
In my first internship, I solo developed a 3D multiplayer chess game using Unity, C#, and Photon PUN 2, focusing on matchmaking, online synchronization, and mobile optimization,
with successful launches on the App Store and Google Play Store. Developed an AI chess bot using the Alpha-Beta Pruning algorithm, reducing unnecessary node evaluations by over
80% for faster and more efficient AI decision-making.
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This is underlined and this is code: for (;;) { ... }. Finally, this is a link.
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Preformatted
i = 0;
while (!deck.isInOrder()) {
print 'Iteration ' + i;
deck.shuffle();
i++;
}
print 'It took ' + i + ' iterations to sort the deck.';