Unity Developer.
These are my core areas of expertise, and I’m always exploring ways to expand my skills and creative expression as a Unity developer. I enjoy working across different genres and platforms, and I’m passionate about crafting experiences that feel great to play.
I work across many aspects of Unity development — including Game Development, C# Scripting, Level Design, Gameplay Systems, Character Control & Input Mechanics, Game Physics, and Debugging & Optimization.
My focus is always on creating gameplay that feels great to the player — responsive, polished, and engaging.
My experience includes level design, environment lighting, particle effects, and graphics optimization.
I also have some experience using Shader Graph for developing shaders and enhancing visual fidelity.
seamless, intuitive, and polished. I enjoy crafting UI flows and interactions that enhance the player experience.
I can work with provided UI assets or design UI elements as needed to ensure the overall user experience supports and complements the game.
animation state machines, skeletal animations, and sprite sheets for 2D games.
I also focus on optimizing animations and game assets to ensure smooth performance and maintain a high-quality player experience.
including room systems, lobbies, and matchmaking services — common to modern multiplayer game genres such as battle royale and PvP games.
I also have experience working with GameSparks API for multiplayer services, and I’m always exploring new tools and technologies to expand my capabilities in this area.
including In-App Purchases (IAP) and ad integration.
I’ve worked with Unity’s IAP system and integrated Google AdMob for advertisements in past projects, and I’m comfortable building monetization flows that fit the game experience.
including Google and Facebook sign-in, Google Play leaderboards and achievements, and social sharing functionality.
I’m comfortable implementing features that encourage player engagement and help games reach a wider audience through social interaction and sharing.
Here are some of the games and personal projects I’ve worked on — including prototypes, passion projects, and freelance contributions. I’m currently focused on building polished gameplay experiences and exploring creative mechanics through my own games.
Flappy Birbs
Type: Hyper Casual / Infinite Side-scroller
Platform: Android
Technologies used: Unity 3D, C#, Photoshop
This is an infinite side-scroller game inspired by the hit game Flappy Bird, built for Android.
You control a bird by tapping on the screen to dodge pipes — if you hit a pipe, the game is over.
Players collect coins that can be used in the shop to unlock different birds and vehicles.
Once all birds and vehicles are unlocked, a special mode called "Glow in the Dark" becomes available — in this mode, the birds and pipes glow vividly against a night sky background, providing a fresh visual experience.
The game features a simple tap/click input mechanic where the player must avoid colliding with pipes. Pipes are spawned using an object pooling system to optimize performance.
Players collect coins to unlock additional birds through the in-game shop. Player data, such as coins collected and unlocked birds, is stored using PlayerPrefs and data serialization.
Unity IAP (In-App Purchases) was implemented to allow players to purchase coin bundles, which can be used to unlock new birds and vehicles. Google AdMob was integrated to provide interstitial and rewarded ads.
A social feature was added where a popup prompts players to share their high score after achieving a new record or upon game over — helping to encourage engagement and organic reach.
Download: NA
Box Tap
Type: Hyper Casual
Platform: Android
Technologies used: Unity 3D, C#, Photoshop
This is an infinite scroller game where the player guides a ball through various obstacles while collecting glowing orbs to increase their score.
Obstacles vary in shape, size, and movement patterns, increasing in difficulty as the player progresses.
The goal is to achieve the highest possible score by skillfully navigating the environment and breaking as many glowing orbs as possible.
This is a hyper-casual game where the player controls a ball that sways in a to-and-fro motion across the screen. The ball’s movement is implemented using trigonometric functions. The player taps the screen to make the ball move upward and navigate through obstacles.
Obstacles are spawned dynamically using an object pooling system. The game features three difficulty levels: Easy, Medium, and Hard.
Various particle effects were implemented using Unity’s Particle System to enhance visual feedback.
Social features such as Google Sign-In, Google Play Leaderboards, and Achievements were integrated to encourage player engagement. Players can access leaderboards and achievements after signing in with their Google account.
Google AdMob was integrated to display interstitial ads upon game over events.
Download: NA
Tank Wars
Type: Multiplayer Shooter
Platform: PC
Technologies used: Unity 3D, C#, Photoshop, GameSparks API
This is a real-time multiplayer third-person shooter where each player controls a tank. Players spawn at separate points within the map and engage in combat to eliminate opponents.
The objective is to be the last tank remaining to win the match.
This was my final year project for a Bachelor's of Engineering (Information Technology). The project was a real-time multiplayer third-person shooter where each player controls a tank and competes to be the last one standing.
The project involved several technical challenges, particularly around implementing real-time communication between players. This included synchronizing player movement, projectile firing events, and tracking health status for each tank in the match.
We used the GameSparks API for the backend, providing server functionality, lobby systems, matchmaking, and data exchange between players.
The tank’s movement in the X-Z plane was controlled using acceleration and deceleration via W/S or Up/Down arrow keys, with rotation handled via A/D or Left/Right arrow keys. Tanks could fire mortar shells, which were implemented using an object pooling system to optimize performance.
Collision with mortar shells reduced the health of targeted tanks, and visual feedback was enhanced with particle effects created using Unity’s Particle System.
Download: NA
Asteroid Shower
Type: Hyper Casual
Platform: Android
Technologies used: Unity 3D, C#, Photoshop
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.
This is a hyper-casual game where the player controls a rocket by tapping the screen — the rocket moves toward the tapped position.
The rocket’s fuel depletes gradually over time, and players must collect fuel cans, which spawn alongside asteroids at random intervals, to replenish fuel and continue playing.
Asteroids, fuel cans, and power-ups are spawned using object pooling for optimized performance.
The background features a parallax effect with colorful planets passing by, adding depth and enhancing the game’s visual appeal.
Coroutines were used extensively to manage recurring game events and timed interactions throughout the project.
Download: NA