Things I've built
These range from simple college assignments to games I shipped entirely on my own, and each one taught me something new along the way.
A naughty bunny finds a skateboard and a toy pistol, and starts terrorising the forest animals while making his escape. Skater Bnyu is a 2D endless runner built around one core idea: every obstacle demands a different reaction, not just a reflex jump.
- Reactive obstacle system — Broken Trees are crouched under, Tree Logs are jumped, Snakes can be jumped or shot, Eagles are countered with an air-crouch or a shot, and Tigers can only be dealt with by shooting. Spikes and Ground Traps punish contact with damage instead of instant death.
- Toy pistol — unlimited ammo, no cooldown, no reload, and can be fired mid-jump or mid-crouch. It keeps the bunny's escape playful and non-violent while still being a real tactical option against tougher animals.
- Health & risk-reward — a 100 HP bar takes -30 HP from traps/spikes and regains +20 HP from Flowers, so players are constantly weighing a shortcut through hazards against staying safe.
- Dynamic difficulty scaling — movement speed climbs 10% every 40 seconds up to a 1.6× cap, creating a smooth, fair difficulty curve instead of cheap obstacle spam.
- Carrot economy — carrots are a separate soft currency (score comes from survival time alone) spent on Bunny Skins and name changes, keeping progression cosmetic and skill-based.
- Bunny Skin system & Room (inventory) — 6 launch skins based on real rabbit breeds, purchased with carrots or unlocked via rewarded ads, equipped from a dedicated Room menu.
- Full meta loop — Home Menu, Shop, Room, Settings, save system (high score, carrots, skins, name, audio), and a mandatory 3-slide tutorial on first launch.
The full design paperwork behind the game, written and structured before writing a single line of code.
GD Lassi Wala is an idle tycoon game where you run a lassi stall, brewing and selling as much lassi as you possibly can before time's up. Built during a tight game jam window, I worked as the designer shaping the core mechanics and pacing alongside a small team.
Project: Time traps the player inside a malfunctioning time machine that drops them into the same room across different, unstable years. With no character movement, the entire game is played through UI: inspecting objects on the walls for clues — old calendars, tech, media, architecture — to deduce the exact year they're in, while a global real-time timer never stops ticking. Alongside deduction, players scavenge and physically install missing machine parts scattered across the timelines to fully repair it before time runs out; run out of time and you're erased and reset from scratch. Built around the theme of "The Great Indian Jugaad," the game is about improvising with limited tools and incomplete information under constant pressure.
SYNC is a 2D top-down puzzle game where you and an enemy always move in sync with one another. You can swap positions with the enemy using walls and blocks to your advantage, with the main goal being to escape the room while avoiding traps. Built as a group project for the ACAD Game Jam 2026.
A behaviour-tree and tactical decision system built for Ludo AI opponents. The AI rolls under identical dice rules as the player, sees only what a human player would see, and never gets bonus movement or future knowledge — every advantage comes purely from decision-making quality: weighing capture value, risk, safety and progress before choosing a move.
The full behaviour tree and tactical decision system behind the AI, written before implementation.
A simple arrow puzzle game created in Unity 6, where the goal is to clear every arrow off the board by clearing its blocked path. Each arrow casts a ray to detect whether its path is blocked.
A cinematic created in Unreal Engine 5 for the Unreal Day event as a group project. All assets used are from Fab, except for the hero asset — a dragon's sword — which our group created ourselves. I worked on the animation.
A growing collection of 3D models built in Blender, ranging from simple everyday objects to more detailed, iconic game environments.
A simple level I designed for a 2D platformer, where the goal is to collect every coin in the level to move on to the next, while avoiding traps along the way.
My first Unreal Engine 5 project, and it turned out to be a fully functional bow and arrow shooting system, built entirely using Blueprints.