Mid-Senior Software Engineer · Kathmandu, Nepal (UTC+5:45) · Open to remote

Pawan Sharma

Software engineer building game platforms and multiplayer systems.

I architect and ship live mobile platforms - currently leading Nova, a white-label multi-game runtime that ships as three operator brands from one codebase, hosting 30+ slot titles and 7 first-party multiplayer games on Unity, NGO, and Edgegap.

Selected Work

  1. 2024 - present Platform

    Nova

    A white-label multi-game platform under a 75 MB ceiling, shipping as three operator brands (Nova, JUWA Vault, Game Vault) from one codebase via a per-brand BrandConfig resolved at boot. Hosts 30+ slot titles and 7 multiplayer games via Unity Addressables and a plugin architecture (BaseSlotController + ISlotSocketService); cross-platform multiplayer via NGO with Unity Transport on native and WebSocket on WebGL; orchestration on Edgegap after Unity deprecated DGS.

    Read case study →
  2. 2023 - 2024 Multiplayer

    Real-time multiplayer suite

    Seven first-party multiplayer games shipped on the Nova runtime. Server-authoritative state, reconnection handling for mobile networks, and parity across native & WebGL clients on a single NGO codebase.

    Read case study →
  3. 2025 Mobile

    SPLIT - Google Play release

    A hyper-casual mobile title shipped to Google Play. Ad mediation via IronSource LevelPlay, a remove-ads IAP through Google Play Billing, the Play SDK suite (Games, Review, Core), and the SDK reconciliation work that decides whether a build pipeline takes 5 minutes or 5 hours.

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Other Projects

Experience

Skills

About

I'm a software engineer based in Kathmandu, working on game platforms and real-time systems at Garud Lab. Most of my time goes into Nova - the runtime that hosts every title we ship - and the backend, asset pipeline, and netcode that make it work.

I like problems that involve a tight constraint and a long-lived system. The 75 MB install cap on Nova is what made the architecture interesting; turning it white-label - three operator brands from one codebase - and holding multiplayer parity between native and WebGL is what kept it interesting.

Contact