

A dedicated Game Developer and Video Editor
I mostly spend my time making prototypes of specific game mechanics that capture my interest, along with modding and tinkering with existing games to deliver a more engaging and memorable experience. I have a strong base in programming and problem-solving along with a keen interest in Game Design.
I combine my love for gaming with video editing to make game trailers and videos that guide the implementation of specific game mechanics within the Unity Game Engine.
Join me on a journey through my passion for gaming, where every line of code, every pixel, and every gameplay mechanic come together to create memorable adventures. Explore my wide collection of projects and see how I turn ideas into reality, one script at a time.
2020
CBSE Class XII
Gregorian Public School
2020 - 2024
B.Tech Computer Science with
Gaming technology,
Vellore Institute of Technology
2024 - Present
MSc Computer Game Engineering, Newcastle University
- Unity
- C++
- C#
- Python
- OpenGL
- Android development
- Software Engineering
- Game Design
English
Malayalam
Hindi
French (A2)
2024
Platform: PC
Type: Virtual Companion
Team: 4 members
Tools: Unity, C#, Python, ChatGPT, Hugging Face AI, DeepGram AI, OpenCV
Project Link
Demo video
This virtual companion was made for our capstone project.
This virtual pet is designed to support the user's mental health by providing a comforting and interactive presence. The virtual companion can understand and respond to the user's emotional state by utilizing face recognition, emotion detection, and speech analysis technologies. By integrating ChatGPT for natural language conversation, DeepGram for text-to-speech and speech-to-text capabilities, and HuggingFace AI for sentiment analysis, we have created a sophisticated system that offers personalized and contextually relevant interactions within Unity Game Engine. Users can also keep a personalized Mood journal and start a Pomodoro session to focus on a set task.
I played an integral role in this project by implementing, speech-to-text, text-to-speech, and the parallax effect, enhancing immersion by creating an illusion of depth. I also integrated ChatGPT and engineered prompts to ensure the companion interacts properly between the user and the other subsystems within the project.
2025
Platform: WebGL, PC
Type: Finished Game
Team: 3 members
Tools: Unity, C#, Premiere Pro
Project Link
Video
This game was ranked #2 in NUGDS Winter Jam 2025.
It's a top-down stealth adventure game with a noir silent movie aesthetic. I played a key role in developing player controls, post-processing, and animation systems with Ragdoll handling. I also worked on the 'Ghost' enemy, making it fade and retreat when exposed to the player's flashlight. This effect was implemented by dynamically adjusting the ghost's material emission based on its proximity to the flashlight.
2023
Platform: PC
Type: Finished Game
Team: 9 members
Tools: Unity, C#, Blender, Actor Core Accurig, Premiere Pro
Project Link
Cinematic Trailer
My friends and I made this game for the IGDC Student Game Awards in 2023. It is a first-person shooter game with a unique take on the sport: Dodgeball.
I have taken an active role in this game's design and programming parts. I designed the mortar's core principle, which charges throughout the match before unleashing a game-ending Nuclear Explosion. I did the programming of the nuclear blast with its shockwave, UI panels with post-processing, and the characters' rigging. I also made the Cinematic Trailer for this Game.
2022
Platform: Android
Type: Game dev tutorial
Tools: Unity, C#, Unity Remote
Team: Solo
Course Link
I made this Android Game as a part of VIT's Internal Project Internship.
In this Internship, I had to make a tutorial video for each step and explain each aspect of unity and the scripts I've used. Since this game is for Android, I had to show how to use Unity remote and how to port the game for Android Phones. I created the game from start to finish and also made MCQ tests for each step to refresh everything that was covered in the tutorial video. This course is available on VITyatri, an online learning portal of VIT.
2021
Platform: PC
Type: Demo
Tools: Unity, C#, Photoshop, Premiere Pro
Team: 5 members
Project Link
This was one of my earliest projects in game development. Mathlore is a simple 2D platformer with a unique art style and an engaging story. I worked with my friends to make this game for a project exhibition. I designed and programmed the UI of the game and also created the cutscenes.
During my time at Newcastle University, I worked on several exciting projects related to Graphics Programming, Physics and Game Engine development...
The aim of this coursework was to develop and transition between two scenes using OpenGL libraries. We were given a general framework on which to build, using our rendering code and shader files.
I decided to recreate two scenes from the popular anime "Evangelion". The first scene shows Shinji (the main protagonist) standing on a beach. The scene is complete with a custom skybox, the reflection of the sky on the water, and a simulated water movement. The land, or the terrain, is generated using a Perlin noise map, which generates a height map resembling a natural-looking environment. Shinji is also rigged with an idle animation.
The second scene is based on the finale of the anime, where Shinji stands on the same beach overlooking the two giant robots. The transition between each scene is done by a "fade to white" effect, which I implemented in OpenGL by rendering a white square across the screen for a split second. The second scene has a different lighting and skybox compared to the first one and also has particle effects (and two giant robots!).
Scene 1
Scene 2
The aim of this coursework was to develop a game with a physics system that allows physical interaction between game objects. Along with artificial intelligence and multiplayer capabilities.
In my game, the player (a Cat) has to navigate a maze to find and bring back some lost kittens. While traveling the maze, the player has to solve a few physics-based puzzles to get to the kittens. For example: there might be a box or a gate that could be blocking the route and the player has to move it in a certain direction to clear the way. However, the player is not alone, there is an angry goose that will chase the player and will end the game if the player gets caught.
The collision detection is done in C++ by taking the closest point between two game objects which has a physics volume. When two colliders come into contact, the penetration depth is calculated and the collision is resolved by applying an impulse in the opposite direction. The Goose AI works by casting a ray from the goose to the player and checking if there are any obstructions (that is if the goose can see the player). If there are no obstructions between the ray, then the goose will move towards the player until there is an obstruction in the casted ray and the goose will go back to patrolling. This AI behavior is controlled by the state machine.
Cat (white) Bringing a Kitten (yellow) Back Home
Cat gets caught by the Goose