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Anurag Hazarika
Portfolio

Gameplay is the heartbeat of every game. I build that heartbeat.

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About
Anurag Hazarika

Game Developer

I specialize in Unreal Engine and C++, focusing on building gameplay systems like combat mechanics, player locomotion, and inventory systems. I also develop interactive features and state-driven mechanics that make the game world feel dynamic and immersive, such as a dynamic weather system that reacts to in-game events and adds depth to the environment.

In addition to core gameplay systems, I work on custom animation systems using techniques like animation layers, inverse kinematics (IK), and math-driven blending to create smooth, responsive character movements. I also design and implement Game AI for enemies, NPCs, and bosses using Behavior Trees, Behavior Tasks, Decorators, Services and other AI tools to create intelligent, adaptive opponents that react to player actions in engaging and challenging ways.

With a strong foundation in game mathematics, physics and programming, I’m able to build scalable, well-architected systems that are easy to maintain and expand as the project evolves.

Currently based in Bengaluru, India, and open to opportunities.

Project Highlights

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Perception

Perception features portal mechanics and time-travel elements, inspired by the innovative gameplay design of Titanfall 2. It explores seamless transitions between past and present worlds alongside dynamic portal-based traversal.

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Meteor Hunt

A minimalist 2D space-arcade game where players collect valuable asteroids using a timed grappling hook. Built entirely in Unreal C++ with Paper2D, it features a polished gameplay loop and casual, satisfying gameplay. The project showcases a system-driven architecture leveraging delegates and event broadcasting to ensure clean scalability and maintainability. Released on the Google Play Store.

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Last Light

Last Light is a survival horror game set in a world torn apart by a viral outbreak. This project highlights my expertise in building custom gameplay logic for an advanced locomotion system, leveraging animation layers, IK techniques, and complex math-driven animation blending. I implemented systems such as distance matching to deliver smooth, responsive, and realistic character movement.

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