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Game Developer Portfolio
A showcase of selected projects highlighting my expertise in Unreal Engine and C++


Perception (2025) - Portal & Time Travel
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. In addition, a dynamic weather system tracks and contrasts the weather between the past and present. The utopian past is bathed in calm, idyllic conditions, while the dystopian present is plagued by intense storms and harsh climates, emphasizing the stark differences between the two worlds and the consequences of time.
Team Size: 1
My work:
• I coded the core gameplay features in C++ including the time-travel and portal systems.
• Implemented basic locomotion using animation layers and applied Two-Hand IK for weapon holding, along with distance-matching IK to prevent foot sliding.
• Created a custom Post-Processing Material for smooth world transitions.
• Ensured clean, efficient, and scalable code with a focus on loose coupling.
The source code is available on GitHub under the MIT License, so anyone is free to use, learn from, or build upon it.
Download and Source Code links are mentioned above.
Team Size: 1
My work:
• I coded the core gameplay features in C++ including the time-travel and portal systems.
• Implemented basic locomotion using animation layers and applied Two-Hand IK for weapon holding, along with distance-matching IK to prevent foot sliding.
• Created a custom Post-Processing Material for smooth world transitions.
• Ensured clean, efficient, and scalable code with a focus on loose coupling.
The source code is available on GitHub under the MIT License, so anyone is free to use, learn from, or build upon it.
Download and Source Code links are mentioned above.


Meteor Hunt (2025)
Meteor Hunt is a hyper-casual arcade game where players control a stationary spaceship equipped with a swinging hook to collect valuable asteroids. Each asteroid follows realistic physics-based motion, simulating inertia, momentum, and collisions, making every grab feel dynamic and satisfying. Meteor Hunt has been released on the Google Play Store.
Gameplay was recorded in the Unreal Editor, as the recording / screen capture quality was extremely poor on my phone device causing pixelation and blur.
Team Size: 2
My work:
I have used Unreal Engine 5 and Paper2D plugin to make this game, programmed entirely using C++. I have also learnt a lot about Google Play Services integration and Android API/NDK while releasing the game on the Google Play Store.
The source code is available on GitHub under the MIT License, so anyone is free to use, learn from, or build upon it.
Download and Source Code links are mentioned above.
Gameplay was recorded in the Unreal Editor, as the recording / screen capture quality was extremely poor on my phone device causing pixelation and blur.
Team Size: 2
My work:
I have used Unreal Engine 5 and Paper2D plugin to make this game, programmed entirely using C++. I have also learnt a lot about Google Play Services integration and Android API/NDK while releasing the game on the Google Play Store.
The source code is available on GitHub under the MIT License, so anyone is free to use, learn from, or build upon it.
Download and Source Code links are mentioned above.


Last Light (2024)
Last Light is a survival horror game set in a world torn apart by a viral outbreak. Follow Erin Cross, just one survivor among many, as she fights through the undead and mutated, holding on to the last remnants of hope and humanity. Her story isn't extraordinary. It's a story of an individual trying to survive in a world that’s lost its way.
Team Size: 1
My work:
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.
Additionally, I have developed core game logic using Blueprints and explored AI development using behavior trees, further strengthening my understanding of creating dynamic and responsive enemy behaviors.
Download link is mentioned above.
Team Size: 1
My work:
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.
Additionally, I have developed core game logic using Blueprints and explored AI development using behavior trees, further strengthening my understanding of creating dynamic and responsive enemy behaviors.
Download link is mentioned above.


Bin It Right (2025) - 48 Hours Challenge
Bin It Right is a 2D arcade game created for the PixelClash game jam on the theme of sustainable development. The player must collect scattered trash around a public park and sort it into the correct bins - dry, wet, or hazardous - within a strict time limit. The game was designed to promote environmental awareness through interactive mechanics.
Team Size: 5
My contribution:
I led the team during the 48-hour game jam, coordinating between art and programming teams to ensure smooth collaboration. As Lead Programmer, I implemented core gameplay systems while directing the art team to align visuals with gameplay needs. This experience taught me the value of teamwork, cross-discipline coordination, and effective time management under tight deadlines, while also strengthening my technical fundamentals, such as the differences between Euler rotations and Quaternion rotations in gameplay implementation.
Team Size: 5
My contribution:
I led the team during the 48-hour game jam, coordinating between art and programming teams to ensure smooth collaboration. As Lead Programmer, I implemented core gameplay systems while directing the art team to align visuals with gameplay needs. This experience taught me the value of teamwork, cross-discipline coordination, and effective time management under tight deadlines, while also strengthening my technical fundamentals, such as the differences between Euler rotations and Quaternion rotations in gameplay implementation.


DreamScape Adventure (2023)
DreamScape Adventure is a 2D narrative platformer and my first game project developed using Unity and C#.
Players step into the role of Alex, a young child with a vivid imagination who discovers an ancient tome before drifting into a deep sleep. Within his dreams, Alex awakens in a vast world shaped by his thoughts and emotions, now turning into a realm of nightmares.
The game features 2D platforming mechanics such as dash, double jump, invincibility, and mana-based projectiles. Enemies utilize A* pathfinding to intelligently navigate the environment. The boss battle has 3 different stages based on it's health.
All the illustrations were done by me using Adobe Illustrator including the tile-set, background, player character, enemies and the reaper boss.
Players step into the role of Alex, a young child with a vivid imagination who discovers an ancient tome before drifting into a deep sleep. Within his dreams, Alex awakens in a vast world shaped by his thoughts and emotions, now turning into a realm of nightmares.
The game features 2D platforming mechanics such as dash, double jump, invincibility, and mana-based projectiles. Enemies utilize A* pathfinding to intelligently navigate the environment. The boss battle has 3 different stages based on it's health.
All the illustrations were done by me using Adobe Illustrator including the tile-set, background, player character, enemies and the reaper boss.
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