Programming Analyst

india, Maharashtra, Amravati

Full–time

Posted on: 4 days ago

Programmer Analyst

Full Time

Company Website:

We are looking for a Software Engineer who possesses 4–6 years of experience in C# along with the following skill set.

Core Unity 3D
  • Unity Editor proficiency: scenes, prefabs, serialization, asset workflow, project structure
  • C# scripting: MonoBehaviours, ScriptableObjects, events/delegates, coroutines/async, SOLID basics
  • Runtime systems: update loops, lifecycle, instantiation, object pooling, state management
  • 3D fundamentals: transforms, coordinate spaces, quaternions, cameras, lighting, materials
  • Physics basics (if relevant): colliders, raycasts, layers/masks, triggers vs collisions

  • UI Skillset (Unity UI / UI Toolkit)
  • UGUI (Canvas) or UI Toolkit: building screens, panels, HUDs, menus
  • Layout & responsiveness: anchors, pivots, layout groups, scaling for multiple resolutions/aspect ratios, safe areas
  • Event handling: EventSystem, pointer/touch, navigation (keyboard/controller), Input System integration

  • Geometry / Mesh / Math (for “geometry” work)
  • Math foundations: vectors, dot/cross products, planes, barycentric coordinates, interpolation, projections
  • Spatial reasoning: coordinate transforms between local/world/view space; bounding volumes (AABB/OBB/spheres)
  • Mesh fundamentals: vertices/indices, normals/tangents/UVs, mesh topology, submeshes
  • Geometry algorithms (nice-to-have depending on task): ray/triangle intersection, closest point queries, mesh simplification basics
  • Performance awareness: mesh batching, vertex count, overdraw, LODs, culling

  • Rendering (often needed alongside geometry/UI)
  • Shaders (bonus): Shader Graph or HLSL basics; UI shaders/masking, SDF text familiarity helpful
  • Optimization: profiling (Profiler/Frame Debugger), draw calls, GC allocations, GPU/CPU bottlenecks

  • Engineering Practices (expected in production)
  • Version control: Git (branches, PRs, resolving merge conflicts)
  • Debugging & profiling: logs, breakpoints, deep profiling, memory profiling
  • Build & deployment: platform settings, addressables/resources, asset import settings
  • Code quality: clean architecture in Unity context, testing mindset (editmode/playmode tests are a plus)

  • “C++ bonus”
  • Interop: P/Invoke, marshalling, memory ownership, calling conventions