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Spin N Roll

  • Developed mini arcade games feature in the game that are currently unreleased.

  • Introduced new IPs in the game using the server configuration.

  • Implemented and measured the analytics using the server.

Song Beat

  • Implemented new levels and songs in the game.

  • Solved bugs to enhance the gameplay experience. 

Strike Force 2

  • Optimized the game and improved the gameplay by more than 25%.

  • Ported the game from Android in HTML using GWT in Android Studio.

  • Co-developed the complete UI system.

  • Solved critical bugs and blockers to make a smoother experience.

Idle Farming

  • Worked closely with the Game Designer to co-develop the game.

  • Ported the game from Android in HTML using GWT in Android Studio.

  • Solved critical bugs and blockers to make a smoother experience.

  • Implemented the spin mini-game, coin system and gem system.

Adventure Story 2

  • Ported the game from Android in HTML using GWT in Android Studio.

  • Implement Firebase and Google Analytics to get the game analytics.

  • Measured data like ANR, Crash, DAU and MAU to enhance the game.

Color with Friends

  • Implemented the Multiplayer feature using Heroku and Node.js.

  • Developed the lobby system, the level system, and the result screen.

  • Implemented features like Undo and Redo using the Command Pattern.

  • Implemented the Draw and Paint system in the main gameplay.

  • Developed the complete UI system.

Battle Tank

  • Implemented Singleton Design Pattern to ensure some of the services and classes have only one instance and provide a global point of access to it. 

  • Implemented various enemy States like Patrolling, Chasing, and Attacking using State Design patterns.

  • Added an  Achievement System in my game by implementing the Observer Pattern.

  • Developed using Object Pooling for the bullets in the game to increase the performance.

The Explorer (Unity)

  • The Explorer Efficient use of Scriptable Objects for maintaining Player Data.

  • Designed Fully customizable Level Win Conditions for every level using classes.

  • Developed the AI for 2D Patrolling Enemies with different states.

  • Created responsive UI for players’ health and collectables.

Zelda Recreate (Love 2D)

  • Developed a top-down Camera and Tile system with Collisions.

  • Implemented the Chest feature using the inventory system.

  • Designed the Sound effects and music system.

Tiny Tom (Love 2D)

  • Implemented the animation system for the Player and the Enemy.

  • Designed Fully customizable Level Win Conditions for every level using classes.

  • Developed the AI for 2D Patrolling Enemy with different states.

  • Created responsive UI for players’ health and collectables.

Connect the Dots

  • Implemented the Physics System for the collision of the ball and platform.

  • Designed the level using obstacles and platform.

  • Implemented the Object creation for the Player Input.

Snake 2D

  • Snake 2D here is the classic clone of the age-old Nokia game.

  • By implementing lists for Snake bodies and 2D arrays for grid and position management.

  • Added Powerups and Poison food to regulate the gameplay.

Zombie Shooter (Love 2D)

  • Created the top-down Player and Enemy Movement using mathematical functions.

  • Developed using Object Pooling for the bullets in the game to increase the performance.

  • Implemented a basic UI system for the game.

Shoot the Disc (Love 2D)

  • Implemented Keyboard and Mouse input for the detection of User Input.

  • Implemented features like Score, Timer, and Randomness.

  • Worked on Drawing graphics and the render system of the game.

Minesweeper

  • Made a console version of the Minesweeper using C++.

  • Implemented OOP for the entire code.

  • Used Recursion Algorithm for the primary logic of the game.

Flappy Bird

  • Created performant infinite or endless-style games by moving the world instead of the player.

  • Optimized the game by using object pooling to create the illusion of many objects using only a few.

  • Created 'cartoon style' non-realistic 2D physics using Unity's built-in 2D physics system.

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