Snake
A commercially shipped Snake game on Google Play for Android and PC, built on O(1) data structures, adaptive camera framing, and cross-platform input.
I engineer high-performance systems and gameplay mechanics from scratch. Whether it's building O(1) data structures in Unity or resilient microservices in Node.js, I believe in strict constraints, testable architecture, and zero bloat.
Major engineering projects demonstrating architecture, patterns, and full-stack systems.
A commercially shipped Snake game on Google Play for Android and PC, built on O(1) data structures, adaptive camera framing, and cross-platform input.
A Proximal Policy Optimization (PPO) agent trained over 500,000 steps in Unity ML-Agents to master Flappy Bird from a 4-value continuous observation vector.
A .NET 8 WPF desktop profiling suite that auto-discovers 51 algorithms across 10 CS domains and empirically verifies Big-O complexity using least-squares regression.
A two-service student complaint triage system pairing a 3-model scikit-learn FastAPI inference server with a two-layer circuit-breaker fallback architecture.
A role-based academic content-moderation platform with magic-byte upload inspection, access-time re-verified signed downloads, file versioning, audit logs, and 6 integration test suites.
Game jams, prototypes, algorithm implementations, and smaller focused scopes.
Overcooked-style 3D cooking simulation — built on a CodeMonkey tutorial base, structured around polymorphic station contracts, ScriptableObject recipes, and static-event lifecycle safety.
From-scratch Minesweeper supporting boards up to 24x30 (180 mines) with strict Model-View separation, iterative BFS flood-fill, and runtime canvas auto-scaling.
The physics-driven base game later used as a reinforcement-learning environment, featuring zero-allocation circular pipe pooling and event-driven scoring.
An applied linear-algebra sandbox demonstrating XZ-plane flattened FOV detection, cross-product proportional turret aiming, and self-expanding object pools.
A real-time 2-player networked game built on Unity Netcode for GameObjects (NGO) with strict server-authoritative move validation and replicated state.
A 3D top-down twin-stick survival shooter featuring ground-plane raycast aiming, dual independent object pools, and batching-safe shader dissolve effects.
A GMTK Game Jam 2D platformer where the longer you carry a bomb before throwing it, the larger its terrain-carving blast radius grows.
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Interactive capability map. Click nodes to highlight where they were used.
Hardware specs and background initialization logs.
I am a systems-oriented engineer obsessed with how things work under the hood. While I love designing engaging game loops in Unity, I am equally passionate about architecting the backend services, databases, and APIs that support them.
My development philosophy relies on strict constraints: I write C# and Node.js code that avoids unnecessary abstractions, minimizing GC spikes and keeping memory profiles lean. I frequently implement custom object pools, deterministic data structures, and custom ML pipelines using Python.
When I'm not studying at NIT Jalandhar or participating in Game Jams, I am likely breaking down classic game mechanics, learning low-level C++, or optimizing full-stack applications.
Professional timeline, internships, and educational milestones.
Looking for a systems-oriented engineer or a dedicated gameplay programmer? My inbox is open for internships and full-time opportunities.