Hello There! I'm George Jose Ambooken

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.

Explore my wide collection of projects and see how I turn ideas into reality, one script at a time.

Education:

2020 

CBSE Class XII
Gregorian Public School

2020 - 2024

B.Tech Computer Science with
Gaming technology,
Vellore Institute of Technology 

2024 - 2025      

MSc Computer Game Engineering,         Newcastle University

Skills:

- Unity

- C++

- C#

- Python

- OpenGL

- Android development

- Software Engineering

- Game Design

Languages:

English

Malayalam

Hindi

French (A2)

Featured Projects

ANAMIKA: An Emotionally Intelligent Virtual Companion

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.

Normal Interaction

Mixed/Complex Interaction

Extremely emotional interaction

Mood Journal

Color Theory

2025

Platform: PC, PS5
Type: Finished Game
Team: 7 members
Tools: C++, OpenGL, PS5 SDK, ImgUI, reactphysics3d, FMOD, nlohmann-json
Project Link

Video

This game was made for our Team Project at Newcastle University using our custom Game Engine and the PS5 SDK.

A First-person Paintball game, where the player has to shoot enemies with the correct indicated color to beat them. The PS5 SDK was provided to us by the university, along with a sample codebase to get started. We improved the basic codebase by adding additional functionalities and integrating middlewares for physics, UI, and file management.
My main role within the team was to port the game to the PS5 and develop animation controllers using state machines in our engine's codebase. I also worked on other general improvements within the engine's framework, such as creating a resource manager and Game manager to handle loading of assets into the codebase, and handling JSON files for save/load functions. 

Radiance Of Ruin

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.

The Headline Heuristic

2025

Platform: Web browser (HTML5)
Type: Finished Game
Tools: Unity3D, C#, TextMesh Pro, Visual Studio, UGUI, URP, HTML5, Cloud Firestore
Team: Solo
Project Link


A serious game exploring decision-making and cognitive bias through journalism.


Headline Heuristics is a first-person, narrative-driven serious game developed in Unity as part of my dissertation at Newcastle University, in collaboration with students from the School of Psychology. The game places players in the role of a newspaper editor making editorial decisions across multiple news cycles using an in-world, world-space computer UI with scrollable articles, buttons, and live stat feedback. A data-driven system built with Scriptable Objects structures articles, news cycles, and branching outcomes, allowing player choices to shape political and corporate storylines. The project combines UI/UX development, narrative systems, and player decision tracking, with a post-game questionnaire designed to surface potential cognitive biases and log responses for analysis.

The Forest Escape 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 made MCQ tests for each step to refresh everything covered in the tutorial video. This course is available on VITyatri, an online learning portal of VIT.

M4THL0R3

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.

Coursework

During my time at Newcastle University, I worked on several exciting projects related to Graphics Programming, Physics and Game Engine development...

CSC8502: Advanced Graphics

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

CSC8503: Advanced Game Technologies

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

More Fun Stuff