Hi, I'm Santosh.

Unity Developer.

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Hi!

I'm a game developer, specifically Unity developer, based in Mumbai, India. I also sometimes do web development(I built this website). I like to build games and I'm available for hiring! #OpenToWork
What I Do?
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Game Development

I build games using Unity 3D game engine, be it PC, Android, iOS or console I can provide development solutions for all platforms across devices. I love to build Games.

My Area of Expertise

These are my areas of expertise, however, I like to explore and expand my skills and experiences. I'm looking to expand into AR/VR apps using Unity, if you want AR/VR development — I'm willing to work and learn with you along the journey!

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Unity Development

I will help you with all things related to Unity

Unity development includes everything related to Unity such as Game Development, C# Scripting, Level Design, Gameplay design, Character control and Input mechanics, Game physics, Debugging and optimization of graphics and scripts. I can help you with all things related to Unity!

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Level design and lighting

Provided with assets I can help you with level design

to make the game feel more organic and aesthetically pleasing. This also includes development, debugging and optimization of Environment lighting, particle effects, graphics. I also have some experience with shader graphs used for shader development.

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UX/UI

I can help you create a pleasant User Experience Design

Provided with UI assets I can help you design user interface to make your user's experience feel seamless and smooth, I can also help you design UI elements.

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Animation and optimization

I can help you with animations in unity using animation state machines and skeletal animations

or we can use sprite sheets for animations in 2D games.

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Multiplayer features

I have used Photon PUN for my past multiplayer projects —

to build rooms, lobby and matchmaking services that are common in modern multiplayer video game genres such as battle royale or PVP games. I have also used GameSparks API in the past for multiplayer services, don't worry if you have anything else in mind for your needs, I'm open to working on new technologies and suggestions!

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Monetization

I can help you to monetize your game

Monetization in a game can be acheived via IAPs(In-App-Purchases) and/or showing Advertisements, I can help you with implementation of Unity's IAP and Google's Admob for ads in your game.

Social features

I can help you with the integration of social features

in your game which is essential for a game to reach its ultimate potential, these functions include but are not limited to, Google and Facebook sign-in, google leaderboards and achievement, social sharing feature which prompts the player to share their score on social media platforms with the backlink to download your game!

My Games and Projects

These are just some of my games and projects; I worked on several other client's projects which you can check by visiting my freelancer profile by clicking here.

Flappy Birbs

Type: Hyper Casual / Infinite Side-scroller

Platform: Android

Technologies used: Unity 3D, C#, Photoshop

Summary: Simple.Fun. ✦Flap your Wings!✦ ✦Dodge Pipes.✦ ✦Score as High as you can!✦

This is an infinite side scroller game inspired by the hit game Flappy Birds, it is built for Android. You control a bird by tapping on the screen and dodging the pipes — if you hit the pipe game I over. You collect coins that can be used in the shop to unlock different kinds of birds and/or vehicles. Once you unlock all the birds/vehicles — A special mode called "Glow in the Dark" is unlocked, in This special mode, the birds and pipe glow beautifully and the background turns to the night sky!

What I did in this project

This game is similar to Flappy birds, the input is a simple tap/click mechanism. The goal is to avoid colliding with the pipes, pipes are spawned using an object pool. You need to collect coins to unlock all the birds in the shop. PlayerPrefs and data serialization is used for storing the data regarding the coins collected and to track all the birds unlocked in the game. I used Unity IAP(In-App-Purchases) for implementing shop in the game, players can buy bundles of coins which they can later use to unlock or buy new birds and vehicles. Google's Admob was used to integrate interstitial and rewarded ads. There is a popup that is shown after every high score and/or game over which alerts the player to share their high score which is a good social feature!

Box Tap

Type: Hyper Casual

Platform: Android

Technologies used: Unity 3D, C#, Photoshop

Summary: Tap to avoid myriad obstacles and collect the colorful glowing orbs to increase your score.

This is an infinite scroller game in which the user has to guide the ball through various obstacles and try to collect glowing orbs(balls) that are scattered on the screen, score as high as possible by breaking the glowing orb(ball). The obstacles vary in shape, size and pattern, as the user progresses the level gets harder.

What I did in this project

It is a hyper-casual game where the player, in this case, the ball sways in to and fro motion on the screen, the movement of the ball is achieved using trigonometry, the user has to tap the screen to control the ball, the ball moves upward when the screen is tapped. There are different sets of obstacles that are spawned into the scene using an object pool. The game consists of three difficulties vis Easy, Medium and Hard. Various particle effects are implemented using the particle system. Social features including google sign in, google leaderboard and google achievements have been implemented using google play features. The player can access google leaderboards and achievements after they sign in by their google account. Google Admob is used to show interstitial ads on the game over.

Tank Wars

Type: Multiplayer Shooter

Platform: PC

Technologies used: Unity 3D, C#, Photoshop, GameSparks API

Summary: Each player spawns with a tank and tries to shoot each other, the last person to survive wins!

This is a real-time multiplayer third-person shooter game, in which each player spawns on a separate spawn point inside the map — each player has to shoot the other player and the last tank standing wins the game.

What I did in this project

This was my final year project for a Bachelor's of Engineering (Information Technology). We received an Outstanding grade for the project. The project was a Realtime Multiplayer Third Person Shooter in which the player(tank) shoots another player and the last one standing wins the level. The project had several complexities as there was a need for real-time communication between players, such as movement data telling where each player(tank) is on the map, whether a tank shot a mortar, what is the health of each tank in the match, so on and so forth. We used GameSpark API for the backend, GameSparks API was used for providing necessary features such as servers, lobby, matchmaking and data exchange between players. Tank's(player) movement in the x-z plane used a simple input system of acceleration and deceleration via w/s keys or up/down arrow keys and rotation(turning) was controlled by a/d keys or left/right arrow keys. The tank is able to shoot mortar shells; other tanks on collision with these shells had their health decreased, shells are spawned into the scene using object pool and also implemented particle effect using Unity's particle system for collision effects.

Download: NA

Asteroid Shower

Type: Hyper Casual

Platform: Android

Technologies used: Unity 3D, C#, Photoshop

Summary: Tap to avoid falling asteroids and collect the coins to increase your score.

This is an infinite scroller game in which the user has to guide the rocket through asteroids and score as high as possible. The speed of falling asteroids keeps on increasing as the level progresses, the player has to dodge the asteroids and collect coins which he can then spend in the shop to buy powerups. There are two powerups; one powerup slows time and the other gives invincibility from asteroids, so asteroid impact doesn't affect the rocket, the player also needs to keep track of the fuel of the rocket, the fuel gradually decreases and when the fuel is over the rocket stops and it is game over, to replenish fuel player has to collect fuel cans which drop along with asteroids.

What I did in this project

It is a hyper-casual game where the player, in this case, a rocket is controlled by tapping on the screen, the rocket moves in the direction of the position of the tap that occurred on the screen. The fuel of the rocket depletes gradually and the only way to replenish fuel is by collecting fuel cans that fall along with asteroids, they spawn at random intervals. Asteroids, fuel cans and powerups are spawned using object pools. The background has been programmed such that colorful planets pass by with a parallax effect, which gives more depth to the game and an overall aesthetic feel to the game. Coroutines have been extensively used in the project for recurring events.

Download: NA

Frequently Asked

I'm an individual guy who primarily works as a freelance game developer, specifically Unity Developer, I occasionally also handle Web development projects.

I'm a Unity developer that works on game development. I will help you with all things related to Unity. Unity development includes Game Development, C# Scripting, Level Design, Gameplay design, Character control and Input mechanics, Game physics, Debugging and optimization of graphics and scripts. I can help you with all things related to Unity! On occasion, I also handle web development projects involving HTML, JavaScript, CSS, Bootstrap, jQuery, node.js, react.js, ejs.

It depends on the complexity of the project— depending on brief requirements, detailed list of functionalities and features, your budget and timeframe — I make an estimation of the price on a feature basis, or if you prefer we can agree on an hourly based price as well. I usually charge 40$/hr* for game dev projects and 30$/hr* for web dev projects. I'm open to negotiation so just drop me a message on Linked IN and we can come to a mutually beneficial agreement.

No worries, technology has made communication pretty simple, we can communicate via Linked IN, email, or via video or voice chat whatever is your preferred way. I can fix a time suited as per your availability. I respond to texts asap, so no need to worry! I'll be communicating the progress of your project at every step.

Absolutely. You're in charge of all the features and approving whether a feature is satisfactory or not. I will be updating you on the progress frequently at every step of the project to make sure everything is as per your requirement. If I'm not sure about something in the project, I will not shy away to ask you what to do, all I need from you is trust and enthusiasm for our journey together in the project :)

Usually, payments are based on a milestone basis, once I'm clear about your requirements, I break down the project into small chunks of features we then create a milestone, each milestone may consist of a feature or several of these small features, and then I update you as I complete a milestone or a feature and you can then transfer specified amount for that milestone OR if you prefer to pay the entire amount after the project is complete, that is fine too. We can come to an agreement after a thorough discussion based on your preference. You can pay me via Wise(formerly transferwise) or Paypal, if you have any other preferred way; I'm open to discussion and negotiation.

I take up all kinds of projects, be they big or small, only two reasons for which I would reject projects are if I already have a lot on my plate in which case I will let you know when I might be available, now for the second reason, at certain few occasions if I feel that the project is out of the scope for a single individual like me to deliver it in the prescribed timeline I will inform you the same. I wouldn't want to waste your time, money or efforts, I will always be honest with you from the beginning to avoid any conflicts of interest in future, rest assured!