Kiran Koch-Mathews

Gameplay & Software Engineer

Welcome

Hi, I'm Kiran. I'm a passionate developer, looking for Gamplay, Software or Simulation Engineering Roles.I graduated from RPI cum laude with a Bachelor of Science in Game Development & Computer Science.My dream is to become a lead R&D Gameplay Programmer, and I welcome any opportunties to eventually achieve that.Please reach out! I'd be happy to talk.

Wishlist on Steam

Click Here

Fisht Fight is a world where fish have grown tired of being used for sport and now
FIGHT BACK!
However, that only resulted in "Fisht Fighting" being born! It's the ultimate mashup of boxing and fishing. Now, Martial arts fishers juggle mutated fish in the air for as long as they can through EXTREME COMBAT!!!


I’m the Technical Director and co-creator of this project, which I began in March 2024 with my friend, the Creative Director. Since then, we’ve expanded into a five-person team and have been developing the game in our spare time, with a full release planned for September 2025.My contributions include architecting a robust inheritance system for core components such as Managers, Fish, and Tools, along with the majority of gameplay objects that use them. I also designed and developed the combat mechanics, XR systems, and a variety of other gameplay elements.

Fisht Fight has won a list of awards and been to large showcases:

  • Exhibited at **Game Developers Conference **2025, winning a Best in Play Honorable Mention

  • Showcased as part of the Game Developers of Color Expo 2024, displayed on the front page of Steam

  • Finalist of the “Stupid Fun” Award at GameFest 2024, an annual game showcase for the Northeast

  • Part of 1UpState and the Rensselaer Game Showcase, expos for developers in Upstate New York

Watch the Trailer!

Find more games on my itch.io

During my Advanced Computer Graphics course at Rensselaer Polytechnic Institute, I explored modern rendering techniques by implementing several graphics pipelines in C++ and CMake. Below are some of the highlights of what I built:

Ray Casting with Anti-Aliasing
I built a ray casting renderer that traces rays from the camera through each pixel to determine visible surfaces in a 3D scene. To improve image quality, I implemented anti-aliasing by casting multiple jittered rays per pixel and averaging the results. It was fascinating to see how a simple algorithm could produce complex reflections, refractions, and crisp edges when properly refined.
Radiance Estimation
Radiance estimation was one of the most challenging parts of the course for me. I worked on simulating how light bounces around a scene to create global illumination effects like soft shadows and color bleeding. Early on, my shadows were harsh and inaccurate, but after debugging light sampling and refining my visibility checks, I achieved smoother, more realistic results like those shown in the images.
Photon Mapping
For photon mapping, I implemented a two-pass algorithm to simulate indirect lighting and caustics. I built a KD-tree to efficiently store and query photon hits throughout the scene. This allowed me to produce effects like focused light patterns and subtle illumination on surfaces that standard ray tracing couldn’t handle as efficiently. It was incredibly satisfying to see physically accurate lighting phenomena emerge from my own implementation.


Simplification and Subdivision

Cloth Simulation

Raycasting using anti-aliasing

Radiance

Photon Mapping


Simplification and Subdivision
I implemented mesh subdivision to create smooth, high-resolution models and mesh simplification to reduce detail for performance while preserving shape. It was fascinating to see how geometry processing can dramatically change a model’s appearance and efficiency.
Cloth Simulation
I built a physics-based cloth simulation using mass-spring systems, modeling realistic fabric behavior under forces like gravity and wind. Balancing stability and realism was a key challenge—and highly rewarding once the cloth moved naturally.