Kerala Technology
Temple Siege puts Kerala talent on Fortnite map

Sabal Krishna (inset) who created the Tiltlabs game Temple Siege says game creation can be a career choice. Handout photo

Temple Siege puts Kerala talent on Fortnite map

Hari Kumar By Hari Kumar, on September 30, 2025
Hari Kumar By Hari Kumar, on September 30, 2025

Like any school kid, Sabal Krishna was fond of gaming. As a student at St Mary’s High School in Trivandrum, he played whenever he could and even tried to learn how to create a game, but there was no one to explain it to him.

He signed up for a BTech in computer science at St Thomas Institute for Science and Technology in 2021. Soon after, with a laptop of his own, he began discovering more games and experimenting with software such as Unreal Engine.

As a fan, he explored the possibility of making a career in gaming, but all he found were warnings about the lack of opportunities in India.

“Creating a game looked almost impossible, especially from here in Kerala,” Sabal recalls. “If you look at universally popular games like Grand Theft Auto (GTA), you’ll see many Indian names in the creative team. But they were all people living abroad.”

By the second year of his BTech, he had abandoned his dream of creating games and decided to focus on artificial intelligence (AI), the current hot career ticket.

But a series of events changed his course. By September 2025, Sabal had created a multiplayer game called Temple Siege on the Fortnite platform, and it was showcased at the Tokyo Game Show last week by his employer Tiltlabs.

The experience has made him confident that there is a future for people like him in gaming. His story is proof of what Indian youngsters can achieve when given the right pathway – a generation that, if given the chance, is willing to create products that can compete globally.

 

Lucrative market: India’s gaming industry has grown rapidly in recent years, dominated by mobile titles. The companies making the big money are mostly foreign – from the US, China, and South Korea. For these global players, India is a prized market projected to reach 8.74 billion US dollars by 2030.

Until recently, real money games drove much of this growth. But the government’s ban has reshaped the landscape, opening space for new types of games and fresh talent to find a foothold.

That shift matters. Across India, countless youngsters like Sabal have the creativity and capability to lead an Indian foray. Yet many are forced into safer career paths, leaving their potential untapped.

Sabal too might have gone that way as he was also looking to upskill on AI and programming, the two paths open for most students now.

 

Lightbulb Moment: He says his turning point came during an interaction with Deepu S Nath, chief volunteer at MuLearn, a peer learning group he joined for hands-on experience.

“We were driving back after dropping a friend at the airport when he asked me about my ambitions and future plans. First I said AI was my focus, but later admitted my real passion was game making, though there was no scope for that in India.”

Deepu’s response was blunt: “He rejected my claims straight away. His argument was that people with talent often take the easy way out by migrating to places where the ecosystem already exists. He lamented the fact that no one was taking up the challenge to create similar platforms in India.”

That conversation didn’t just challenge Sabal’s assumptions – it reframed the problem. Instead of asking, “Why isn’t there opportunity in India?” he began asking, “Why aren’t we creating that opportunity?”

 

Action Plan: The switch flipped. Sabal started a MuLearn subgroup for gaming, which evolved into Muplay.gg, attracting about 50 students at first and eventually swelling to over 800 members across Kerala and beyond.

It wasn’t just a chat group – it became a movement. With mentors like Nikhil Chandran, CEO of Tiltlabs, pitching in, the group drew in students from colleges and even gaming companies. Fragile though it was, an ecosystem began to take shape.

In early 2025, the group was chosen to represent India in the Global Game Jam, the world’s largest game creation event involving tens of thousands of participants worldwide.

 

Trial by Fire: For Sabal, the real grind began after graduation when Nikhil offered him space at Tiltlabs to hone his skills. The two had met through MuLearn events, and Sabal had come to see him as a mentor who gave both tough advice and steady encouragement.

Sabal accepted the offer in July, and true to form, Nikhil set him a challenge: to learn Verse, a new programming language tied to Unreal Engine Fortnite (UEFN). It was a complex tool, but one that offered tremendous potential well beyond gaming.

UEFN is democratising game creation, allowing developers and individuals to publish and monetise their work. Over 722 million US dollars has already been paid out to creators on UEFN.

Sabal was comfortable with Unreal Engine, but Verse was brand new. Tutorials were scarce, the documentation was dense, and everything had to be figured out step by step. Determined, he downloaded the program and learned through trial and error.

 

Pressure Builds: As he grappled with Verse, the Tiltlabs team planned a game called Temple Siege, a multiplayer title for the Fortnite platform. The theme: humans defending their temple against demons bent on ransacking it. Indian mythological elements and philosophy were woven into the design.

It was up to Sabal to bring it to life. “It took me about three weeks just to master the simple task of dividing players into two teams,” he says. “When I finally cracked it, I was jumping up and down like a little kid in the office.”

Once he got the hang of it, things moved quickly. Over the next two weeks, he poured every available second into the project, sometimes spending entire weekends in the office. “For me it wasn’t work. It was a challenge – and fun I enjoyed,” he says.

His efforts paid off when Temple Siege was completed in record time – compared to the months full-fledged teams usually take – and launched on UEFN just as Nikhil arrived in Japan for the Tokyo Game Show, where companies worldwide were showcasing their latest creations.

 

More Than A Game: Temple Siege may not yet be a blockbuster, but its creation carries a bigger message: India has the talent to build global games, as this youngster from Kerala proved. With a peer-learning platform and two mentors who encouraged not to give up, Sabal went from a disheartened gamer in Trivandrum to the driving force behind a title on one of the world’s most cutting-edge platforms.

With encouragement and support, more Sabals could be nurtured across India. But for that to happen, technical institutions must stop dismissing gaming as a “waste of time” and recognise it as a viable career path.

Sabal’s journey isn’t just his own – it’s a roadmap. With passion, some institutional backing, and the right kind of mentors, Kerala can set an example for the rest of the country.

The tools are available, the market is proven, and the talent is undeniable. What remains is the choice: will India remain a nation of consumers – or rise as a creator?

 


 

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