About Me
I’m a junior undergraduate at IIT Gandhinagar. I’m into developing games, VFX, editing videos, computer graphics, and simulations. I’ve mentioned some of my work below. If you want the source code/ build of any of these you can contact me! (Few of them are available on my Github)
Skills
Type |
List |
Languages |
C#, C++, HLSL, GLSL, Python, XML |
Tools & Technologies |
Unity, OpenGL, Adobe Premiere Pro, Unreal Engine 4, Adobe After effects, Photoshop, Blender, Adobe XD, GameMaker Studio 2, MATLAB, Autodesk Inventor |
Experience
- Game Developer, Crazylabs
- Contracting as a partner game studio to help create scalable hypercasual games by looking after their ideation and development.
- The games developed are listed here.
- The concept pitches delivered are listed here.
- Technical Art intern, FIEA, University of Central Florida
- Assisting the 19SOB team at FIEA with their capstone project as a tech artist under the guidance of Prof. Ron Weaver & Prof. Chris Roda.
- The development update to the game can be found here.
POR
- Secretary, DigiS IIT Gandhinagar
- Leading a team of over 100 game developers in my college.
- Teaching the basics of Unity and Game Development to the freshers since the last two years by organizing regular workshops and meetings.
- In the past 6 months, DigiS has become the most active club and the biggest Game Development College club amongst all IITs.
- We’ve been the leading Indian game development team in several game jams.
- Organized an AR workshop attended by 300 people from IIT Bombay, IIT Hyderabad & IIT Gandhinagar.
- Organized Game Jam 2020 AD in collaboration with Amalthea IIT Gandhinagar. 609 people participated to make 96 games making it the third biggest Indian game jam to be held on itch.
- Organized Game Jam 2021 AD which turned out to be even bigger than its previous edition
- Techincal coordinator, IIT Gandhinagar
- Leading a team of 10 people to assist the Technical Secretary to conduct the Technical activities held at IITGN efficiently.
- Overlooking the functioning of all the technical clubs and events.
- Eureka Video Coordinator
Games (Personal Projects)
- Two Opposites
- Play Here
- Made in 7 days for the 2021 Brackeys Game Jam (2nd biggest gamejam on itch with 10k+ participants)
- Game ranked #22 in the innovation category, #44 in the Game Design category and #71 overall.
- Programmed every mechanic of the game (mirror movement, multiple camera setup etc.)
- Made my own 2d lighting system from scratch using raycasts. Repo here.
- Faster Than Light (Hypercasual)
- Play Here
- Won the JAMBOOST game jam hosted by Chartboost and a prize of 1000$
- Did fairly well in CPI tests.
- Got 180$ for promotion.
- Programmed every mechanic & enemy AI of the game.
- Looked after the lighting and shaders used in the game.
- Optimized time control mechanics for the mobile platform.
- Learnt how to optimize indoor lighting on mobile platform
- Repo here.
- Faster Than Light (PC)
- Play Here
- Made in 7 days for the 2020 Brackeys Game Jam (3rd biggest gamejam on itch with 9k+ participants)
- Game ranked #71 in Audio category and #132 overall.
- Programmed every mechanic & enemy AI of the game.
- Looked after the lighting and shaders used in the gamne.
- Implemented bullet time mechanics.
- Implemented player physics from scratch that would allow the player to move in space independent of the world’s timescale.
- Are Ya Winning Son?
- Play Here
- Made in 2 days for the 2020 GMTK Game Jam (Biggest gamejam on itch with 19k+ participants)
- Game’s presentation ranked #221.
- Learnt to program small games in Unity in a limited amount of time.
- 2048 Jelly
- Play Here
- Entire game was made by me using Unity.
- Learnt to optimize realtime lighting for mobile devices.
- Learnt to optimize post processing for mobile devices.
- AFPS
- Leading a team of 25 individuals working on an Indian themed multiplayer game.
- Watch the teaser
- Covid 19 Survival Royale
- An FPS-shooter pandemic simulator I made.
- Got the first prize in a game jam hosted by my college.
- Play Here
- Made the entire game as a starter project in Unity.
- Learnt gun mechanics, enemy AI programming and crowd simulation.
- Return To Monke
- Currently under development under a testing deal by Kwalee
- Prototype submitted to the IGDAF game jam.
- Programmed the entire mechanic of the game in Unity.
- Looked after the lighting and shaders used in the gamne.
- Fertilize.io
- Play Here
- Made in 2-3 days (I was stepping my shoes into game development that time) to be displayed in some Senate Meeting by our current club secretary. This game also includes a free open source database that I used to create an online leaderboard completely free (without paying google Play’s 25$ cost)
- Made this game entirely in Unity as a starter 2D project.
- Banana Warrior
- Play Here
- Watch the devlog here
- Solo developed this game entirely in Unity for the college community to compete in!
- Doge To The Moon
- Toilet Spinner
- Play Here
- Watch the devlog here
- Solo developed this game in Unity for the college community to compete in!
- Obamium Maker
- Chrome Dino Replica
- Play here
- Made this to learn Pocket Code - A visual scripting based game development app on android.
Find more games developed by me here, here, and here
UCF FIEA Internship (Ongoing)
- Assisting the 19SOB team at FIEA (University of Central Florida) with their capstone project as a tech artist.
- Became competent with the workflow principles followed in Unreal Engine (Materials, Lighting & Reflections, Blueprinting, Niagara, Landscape sculpting, Post Processing, Quixel).
- Developed a dynamic footprint system for main characters.
- Developed VFX effects like stylized fire & flames, smoke, debris & flames using the inbuilt Niagara system.
- Developed a dynamic snowstorm system.
- Implemented rope physics for cables.
- The development update to the project can be found here.
Crazylabs Partnership
- The following game prototypes are being developed in partnership with CrazyLabs-
- Shoot The Numbers
- Optimized multiple navmesh agents for mobile devices.
- Wrote a shader that supports both transparency and interpolation between two colours.
- Wrote swerve mechanics trending in hypercasual games these days.
- Wrote mechanics for algebraic gates trending in hypercasual games these days.
- Body Adjustment ASMR
- Wrote mesh deformation and reformation algorithm.
- Wrote a mesh outline algorithm that’s performant on mobile devices.
- Hoof Cleaning ASMR
- Wrote texture masking algorithm to erase / paint textures over meshes.
- Jelly Cleaner ASMR
- Wrote jelly physics algorithms that’s performant over mobile devices using spring joints.
- Human Canon
- Worte ragdoll crowd control mechanics.
- Wrote canon projectile mechanics.
- Wrote a low poly water shader.
- Dodge Master
- Wrote time control mechnaics.
- Implemented mesh deformation and reformation algorithm from Body Adjustment ASMR.
The ideation and developement of these games is done by me. Marketing and publishing side of things is looked over by CrazyLabs. The source code and the build for the games can’t be shared publicly as this comes under NDA.
Project Holly
- This project aims at unifying games and movies in ways never done before
- A platform for completely interactive movies
- The movies will proceed in the way you want them to
- Your choices form one of the many perspectives
- You take control of the protagonist
- Everything is streamed online so you only use your data for what you want
- Try the demo here
- Developed an asset that allows one to stream a video in small chunks accroding to his choices.
Computer Graphics
- Raymarching Engine
Currently writing a raymarching engine in Unity. This technique allows rendering complex geometry like fractals, n-dimensional objects, volumetric clouds, etc. using very little computation costs by just comping up with a distance function for the surface that we want to render.
- Teserract Unity Implementation
A rotating hypercube implemented in unity using mesh generation and GL library. Underlying maths includes rotation & projection of coordinates using rotation & projection matrices.
- Rendering a 4D Hypercube
Demonstration of a 3D section of a rotating 4D Hypercube (with hardcoded coordinates) by using rotation and projection matrices as a part of project of the MA202 course at IITGN. Currently working upon ray marching techinques to expand this technique to render complete 4D worlds in Unity.
- 3D Render using Gaussian elimination
Mathematically modeled a 3D rendering technique that uses numerical methods to calculate the intersection of planes and render 3D objects as a part of a project of the MA202 course at IITGN. Currently planning to apply the underlying methodology to the 4th dimension and develop a 4D rendering engine that uses these numerical methods instead of the traditional approach of using ray marching/ projection and rotation matrices.
- Specular lighting in OpenGL
Implemented specular ligting in OpenGL by following tutorials from Michael Grieco
- Raycast 3D renderer
A 3D renderer I implemented in scratch that uses the traditional concept of raycasting used in games like VCOP2 and Wolfenstein 3D.
- Non Euclidean World in Unity
Optical illusion made by using multiple intersecting single-sided planes instead of a 3d mesh.
Simulations
Relevant Coursework
- DES 492 - 1
The course involved modding a pre-existing game, developing a sandbox-styled game, speculation of different permutations & combinations of different outcomes of the game, and development of a hypertext game with a non-linear branching story.
VFX & Edits
-
Messing around with shaders - GameJam 2020 AD Trailer
I made this trailer using a shader that I wrote for Unity. This shader uses one-sided features of multiple planes to give a non-euclidean look (currently working on a puzzle-game based project that uses this!). Also, I wrote a shader to replicate the look of HDRP reflective materials using Unity’s built-in render pipeline and a reflection probe. Added the materials based on these shaders to the mascots and the jar!
-
Messing around with VFX Graphs - GameJam 2020 AD Theme Reveal Video
I had to make a theme reveal for a game jam that my college is hosting. So I decided to utilize this opportunity and learn VFX graphs in Unity. VFX graphs help to simulate over a million particles in real-time using the parallel processing power of GPU unlike the paticle system which works over the CPU and is much slower. Everything that you see in this video is made out of ‘2020’, which was the theme for the JAM itself.
-
Messing around with Particle Systems - Psychedelic Edit
Because Dani said ‘You can make anything using Unity’s particle system’
-
Recreated Coldplay’s Up&Up Music Video
Rendered using Motion Tracking in Blender and After Effects
-
Recreated Interstellar’s Black Hole
With 0 budget, blender and the help of my senior.
Fun Fact: Most of the trailers and intro videos for societies, events & fests of IITGn are made on game Engines instead of dedicated editing softwares as it is done by us.
“If development took 69 lines of code, then fixing the bugs would take 420 more” - William Shakespeare
Misc
© Makra