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Portfolio

I have been in the field of game development for almost around four years,

Mostly focusing on developing my skillset and understanding about the latest information and tech in the industry.

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I have practical experience with C#, C++, JavaScript, HTML, CSS and PHP.

Until now I have developed a few games and tech demos.

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Currently I am working on Machine learning and Neural Network AI system, mainly focusing on guided learning and making my own library to offer dynamic support to any Deep Learning AI system in Unity3D engine.

I was tasked to make a tool to automate the process of randomly placing jewels and diamonds around the walls and groves of Highstreets Campus library.

The tasks involves the use physics and some cool vector math to generate point for distribution the points all around the wall.

It works by generating points around the wall. then generating a distance and finding a distance from the last point to the next point and adding the location to the point list. then once thats done. we proceed with spawning crystals on every pre-calculated points

 

Unity Custom SRP

Implementation of Custom SRP feature to cater to our need of having a rendering system with low performance budget for VR.

Meanwhile should also satisfy the visual requirements from the technical art department. So I was developing a SRP to limit the user and certain data distribution which cause the batching to break up into further smaller chucks which adds more draw calls and therefore loading the Graphics rendering operation

 

Eu5YRcaXYAEkKFI.jfif

This is one of the projects I have gotten opportunity to work on at Blue Monocle Studio.

My responsibilities include Technical Art and Shader Development.

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Now the game is on Steam.

And here is the link.

https://store.steampowered.com/app/1687120/BlackSky/

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What you see above is the poster of the latest game we worked on.
its a 2 v 1 Co-Op game.

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I took care of Shader Development,
Technical-Art, Networking, VoIP system
and UI/UX design for the game.
The game will be released by early next year (2023).

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  Screen Sharing System in Unity3D 

I wanted to push myself right after my university study ended so I thought

to make a Screen Sharing system in Unity3D using the UDP network protocol.

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I have a special love towards UDP protocol due to its structural simplicity and 

connection less format.

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It took a bit of study and some optimization to get it working in real-time, thou done it require more work and ill get on it some day.

 Player Ghost Possession Effect 

This is the Possession Effect which the player experience in the game.
The effect is made through the implementation of blur, color-lookup and radial-vapor effect.

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The game actually used a modified version based on a design choice we had to balance the effect of the game.

 Ghost Vision Post Effect 

This is the Sprit Vision effect made for our upcoming game named "Hotel California".

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This Effect is honestly my best attempt to make something close to the sprite realm or the realm of those departed stuck in this mortal realm.

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In the making i have derived inspiration from the visuals of the game named Murdered Soul Suspect

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 Tesseract Shader with internal reflection

This is a Ray-Tracing based Tesseract Shader with total internal reflection and repeated ray mapping to create illusion of infinite repetition.

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The ray is repositioned to the opposite side by finding the point of collision on the bound or the surface of the inner cube.

PokeBallShader.gif
 Fully Procedural PokeBall Toon Shader 

Here I present my fully procedural PokeBall Shader.

The most challenging parts were making the star shaped flash and the Square shaped specular reflection.

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For the star flash I used radial coordinate/ polar coordinate and noise function modulated over time. The most fun part of the project was making the Square shaped specular.

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 Vertex Animation 

Here is the bird I used in the game Marinus.

The Animation you see above is just math and vertex-painted data painted in Blender to assign the area of effect.

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R, G, B Channels are used to identify the the vertex rotate, move and at what time of the animation.

MarinusVolumetricLighting3.gif
Volumetric Light Rendering and Dithered Shadow

I once made a small project called Marinus to out my Optimized volumetric 

lighting system. The system utilizes ray-marching in combination of the depth data rendered form the main camera and a directional light camera.

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The project was extremely fun to work on mainly due to all the fun math involved in it, especially in the matrix transformation of data from one space to other.

Corona Shader VFX

Its 2021 and we are still suffering from lockdowns and restrictions
Mean while programmers like me who don't get to feel the
difference continue being in isolation developing fun Shaders like the one shown above.

I made it using raymarching algorithm and a decent amount of math to generate UVs.

 

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Rocket Exhaust VFX

Rocket Thruster VFX I made as a part of my contract on a commercial project.

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I was asked to replicate a get exhaust with sonic diamonds in it also 
fitting within a cartoonish style.

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This Shader can be applied to a subdivided cylinder and make all the required layers for you including the sonic diamonds

SunVFX.gif
Sun VFX Asset

VFX I made for a commercial project I worked on.
The effect uses multiple layers of particles and custom Shader to create the flow effect.

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The Shader for both particles and the sun uses flow-map based calculation to create the flowing effect.

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Toon VFX Slash

here is my take on a simple toon sword slash.

I always liked the stylized or toon look especially in hack'n'slash games.

So what is a hack'n'slash game without a flashy slash effect.

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So I though to make one my self to experience the process.

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Photoshop Logo Design

My Initial Logo design for our game called "Hotel California : The Late Stay With Us". I got to learn a lot of cool tricks in photoshop while making this.

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The logo design is heavily inspired by Synth Wave and Cali Resort symbols.
As I am a big fan of double entendre, I chose to call it the late stay with us

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Custom Lighting System

Here is my initial test with my new toon lighting shader made for the up coming game "Hotel California : The Late Stay With Us".

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The I mage shown above does not use any kind of post-effect and is the default look provided by the Shader

 

Here is my Spring Shader in action.

So this shader can be applied to a cylinder and can turn it into a spring for you.

I used rotation operations on vertices to reorient and create a spiral and
therefore a spring. 

It also required me to recalculate the normal of the spring surface to that I can calculate reflection, lighting and also apply iridescence to the metal.

 

Here is my Volumetric Flame Shader Demo made using HLSL
Shader language in Unity3D. I used Ray-Marching algorithm to achieve this shader and used density based intensity calculation

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The flame you see is completely mathematically generated and does not use any pre made mesh assets

 

PLGB_SAE_A4_Poster.png

This is a PvE Co-Op game which you could play with your friends fight hordes of enemies. This project utilizes Photon-Networking to enable all our network requirements.

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We are currently working in this project adding more content to it to soon release it on Steam. You can check the current version of the project on the link provided below.

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https://flamencoman.itch.io/projectplgb

https://store.steampowered.com/app/1676180/Pablo_Lets_Go_Bar/

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Baa-Phomet_A4.png

This is my most recent project which was made for studio assimilation unit 2.

This is my most recent project were I worked mainly on enemy AI, custom physics, optimization, shader and color balancing.

The project went well and it was fun, mainly due to the amount of optimization i had to do to run the game due to the presence of lager number of enemies.

https://flamencoman.itch.io/baa-phomet

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This is my most recent project which was made for studio assimilation unit.
The project was based on a story surrounding a shady treasure hunter, named Hancock.
I was mainly working on the project to enable aesthetic cohesion and visual bending between each elements on the screen, in simple words i was in charge of making post effects and shaders necessary for the game.

the game has been published on itch.io and the link can be found here

https://flamencoman.itch.io/the-intre

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Dreamtopia was one of the most artistically challenging project I've ever undertaken. As for this project I was asked to come up with something that looks like an impossible figure and beautiful.

 

I took the challenge and managed to make it within a span of 6 months.

This project was made for SAE Institute Dubai.

 

https://store.steampowered.com/app/1229200/Dreamtopia/

 

I have been dabbling with my self made C# based machine learning for a few weeks. for the sake of a quick demo I came up with a simple system to manually train a car to drive. to teach it all you have to do is to drive it trough a course to let it adjust its weights and biases to match the driving style of the user.

Soon I would like to move into a more useful and deeply technical side of Neural Network to develop helpful and beneficial technologies to help mankind.
stay tooned...

 

 

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After getting a grasp of the underlaying principles of AI I thought to attempt something better or say more sophisticated and challenging, which is guided AI system which enables self-driving cars.

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What I am trying to do here is to make the neural network AI system to learn from the way I drive through the bounded section with out colliding with the walls. 

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In both theory and practice the progress of guided learning AI is both efficient and faster compared to evolutionary AI system, but the draw back is that the guided system is predictable once we have access to its training data set.

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The project is still under development and I will be soon posting the training video once I come up with a faster and better training algorithm.

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Currently I am trying to train the AI to achieve collision avoidance, after that I would be training it to do much more.

 

 

NeuralDisplay.png

As a mentioned earlier, currently I am into AI, a lot.

So recently I made a visualizing system to properly define and

represent the AI system I am working on.

 

This project almost took only 2 hours to complete, and I am quiet satisfied

with the result. I admit the fact that the system could be made better regarding the readability, straightforwardness and aesthetics.

 

The main reason behind me designing this system is the fact that from multiple successful and failed behavior data records it is quiet easy to infer the

most affecting factor of the network.

 

which is helpful in case of developing system specific AI systems.

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This was the first game that I made for SAE Institute Dubai.
As a part of the scholarship 
program. As I was fond of ships, sild and sea. 
I chose to make a game all about it

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The project was an eye opener. I worked with two members and got to know a lot about being part of a team.

The project took 5 months for completion as lots of prototyping was involved and bug fixes was the norm.

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https://flamencoman.itch.io/sevenbattles

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