Echo of the Last Light
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The worlds of light and dark are in danger. Will the creatures of the light be the key to saving your homeland in the dark? Journey with your new companion to discover how you can save each world while fending off those who would harm you.

Witchery

This was a 3rd person role playing game where the player uses a real wand to interact with the environment. Worked on the complete gameplay systems using gameplay abilities.

Life Strings

Life strings is a serious game prototype that tells you more knowledge about the endangered fish species. It is a fishing simulator where the player is the mayor of the fishing town and has to deal with problems like overfishing while maintaining good town health

Raven - A 2D Game Engine written in C++
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This is a 2D Game Engine built in C++. It leverages to Entity-Component design pattern to decouple the entities with their behaviours. Except rendering, systems like physics, collision, and input are all implemented from scratch. Full source code can be found in the below link

Mini Knight
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This is a metroidvania game developed using Unity. The game uses state pattern for the player controller, observer pattern for UI states. It also uses a Area unlock system where new checkpoints can be easily added in the scene that can execute tasks like unlocking new areas, granting new abilities, or destroying new enemies

Othello
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This is a digital version of the 2D board game othello. Players try to capture the opponent's pieces to win the game. The game uses the MVC architecture pattern for updating the board state, and command pattern for undoing and redoing of moves

Life Race
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This is an arcade game prototype based on the 1970s arcade, death race. You have to run over zombies with your spaceship before they can completely kill and convert the astronauts. This game was completely made using phaser in one week(by a team of 5) from design to implementation.

Enhanced Input and State Pattern in Unreal

This prototype explores the enhanced input system in Unreal Engine. I've also implemented the state pattern for creating the character controller. It uses the stack-o-bot assets.

Implementing Behaviour Trees in Unity

Behaviour trees are extensively used for building AI these days. Unreal engine has them built in to the editor directly. In this blog, we will implement the pattern in Unity and use it to create our NPC AI. We will also leverage the Unity inspector to configure our AI behaviours directly through the inspector

Generating and traversing mazes in Unity

In this blog, we will explore the maze generation algorithms. We will implement them in Unity and procedurally generate new content.