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Spotlight - Rohit Kaushik, Technical Designer

Learn more about what it’s like to work at Ripple Effect.

Life at Ripple Effect

Describe your role here at Ripple Effect.

I am a Technical Designer working here at Ripple Effect, with a lot of my responsibilities having me work in-engine in order to implement features of content for the game, but be flexible enough to take a look and even work inside code if the need arises. As a Technical Designer, my role places me in between Game Designers and Engineers, working to support both.

What's something you've learned while working here?

On top of all the technologies I've been exposed to, such as Frostbite, I've learned to build a more collaborative mindset alongside a passionate group of people. Before coming to Ripple Effect I had just graduated college, and while you may have to do an occasional group project here or there, the mindset you develop in academia is one that is more solitary as you are focusing on your own growth. Working here has taught me that, while working on your own growth is all well and good, it is also important to communicate and grow with your team in order to establish a successful and efficient workflow.

What project are you most proud of? What was your role in the project?

I'm really proud of the work that we've done for Battlefield Portal. For Portal, I worked on helping to create the Logic Editor to allow users to create custom modes for 2042. This extremely powerful editor allows the user to create entirely unique experiences which are not bound to the traditional gamemode rulesets of Battlefield - essentially providing a sandbox for users to create their own custom experiences. It's such a cool system and a great way to push the limits of the game, as well as potentially inspire users and provide them a pathway into the world of game design.

What's one thing you love about the culture here at Ripple Effect?

Everyone here is so passionate about the work they do. It's inspirational to work alongside people who constantly strive to improve and have fun doing the work that they do. The people here not only want to make great games, but also push the boundaries of what the game can do and provide unique experiences to players.

What advice would you give to someone who is interested in working at Ripple Effect?

Always be open to learning. What differentiates designer A and B or programmer 1 and 2 is their willingness to expand their skillset beyond what is in their job description. Having and seeking knowledge outside of your niche allows for a more unique and nuanced perspective that your colleagues might not share or understand. That knowledge, as well as the drive to work outside your comfort zone, is what makes you valuable as a designer.

 

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