Pranav Sukesh
I build software that runs in real time. Graphics engines, mixed reality platforms, and games that ship.
- Working
- Realtime Simulation ProgrammerPurdue Envision CenterAdvanced computing, visualization and XR
- Leading
- Programming LeadPurdue SIGGDPurdue's game development group with 50+ contributors
- Studying
- B.S. Computer SciencePurdue UniversityComputer graphics and visualizationGraduating May 2028
Featured Projects
Full descriptions linked below.

CollabXR
CollabXR is a mixed reality classroom where a room of people in headsets walk around the same 3D dataset together, joining from Quest, Vision Pro or a desktop. I work on it as a Realtime Simulation Programmer at Purdue's Envision Center, where I built the playback system that scrubs animation, audio, materials and object state as one timeline instead of four that drift apart. I also restructured the codebase ahead of its open source release.
- Unity · C# · Photon
- Quest · Vision Pro · Desktop
- Open Source

Project Deimos
Project Deimos is a first-person survival horror game shipping on Steam in Q3 2026, built over a year at Purdue SIGGD. You play Caroline, an astro-biologist stranded after a crash, using what you know about the planet's fauna to survive what is hunting you. I am the Programming Lead, so I own the codebase and manage around twenty programmers inside a 50+ person team of artists, designers and audio engineers.
- Unity
- Steam · Q3 2026
- Code Leadership

Ourovoras
A hack and slash action RPG set in the skies, which I have been building solo in my spare time as a student. The combat, art, design and soundtrack are all mine, and it is the project that has taught me the most about full-stack game production. I showed it at P3, Purdue's annual game showcase, and it is still in development.
- Unity · Blender · Logic Pro
- Passion Project
- In Development

Inverse Kinematics Solver and 3D Engine
A 3D software renderer and an inverse kinematics solver, both written from scratch in Python. No engine, no graphics library, and no GPU: every pixel is rasterised on the CPU, so it is linear algebra and multivariate calculus doing all of the work. I wrote the paper explaining the theory as well, and it is on this site in full. Fair warning: it is a lot of maths.
- Python · NumPy
- Robotics and Graphics
- Technical Writing
Everything else
There are too many projects and rabbit holes to cover them all, so here's where to find the rest of my work.
Say hello
Always happy to talk about graphics, XR, engines or games. Email reaches me fastest.