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GAMES

Anchor 1

Here, the main purpose was to get the feel of an outer planet having mystical surprises (like low gravity, different power berries [shield, fire, heal], monster size, different agriculture and atmosphere). Proud part is, [SPOILER Alert! ] I created multicharacter storylines.

  • Complete ideation, storyboarding, documenting, and designing

  • Gameplay, level design as well as programming

  • Unity shader graph for powerups/ auras and dynamically changing it

  • Secret paths; enemy fight or run choice

  • Implemented sound system (BG music, sound effects, clicks, etc.)

  • Implemented messaging system and mono singleton class

  • Events and delgates for loading level and respawn

I wanted to create the thrill of fighting in different environments and getting the feel of war. I also experimented with putting tower defence elements in and tried to build a different variant of it.

  • Designed game level and system

  • Created foggy cold night experience

  • Implemented OOPs concept while coding in C++

  • Dyanamic delgates for damage system

  • Enemy AI for shooting mechanism

  • Widget blueprints for game start, game over and player stats

  • Implemented sound and visual effects along with Camera shakes to give better action feedback

  • Designed Ui/Ux to best fit the theme

Ruby

I decorated this world by thinking about how a player will explore new places and get amazed at every step. Enemies are placed to give expected surprises, whereas life and spikes are placed to keep the balance.

  • World design using tilesets

  • quest/dialog system

  • Patrolling enemies, shooting mechanics, and hazards

  • Enemy animation using a blend tree and different particle effects

  • Camera control using cinemachine

  • Implemented 3D sound system(doppler's effect) and other

  • Visually appealing health bar

Flight

I wanted to explore how aeroplane controls work and how to get that balanced feel. While making this, I thought of the flight training in GTA: San Andreas. This was a group project having 3 players incuding me. They created all the art, and I did the rest.

  • Complete game design, art integration, and programming

  • Workflow management and documentation

  • Dual-player racing

  • Race course design; lighting; given booster powerup

  • UI layouting; scoring; win-lose conditions; different sound effects

  • Respawn on going out of bounds

Cars

Created this prototype after remembering how I used to like crashing things while playing nfs:most wanted.

 

  • Level design

  • Camera switch mechanism(TPP/FPP)

  • Solo & dual modes

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