About Me
I'm a dedicated individual with an unwavering commitment to continuous learning and personal growth. Having an educational background in engineering and IOT, I have experience in learning new technologies and their dependant programming languages as demanded by the project. Being a core developer, I do not have extensive experience in Games design and commercial game engines but by learning games programming in my Masters, I have exposure to advanced game programming patterns, game engine architectures and Game AI. I am looking forward to leaving a meaningful impact in the world through the realm of games.
My Resume
My Projects
Game Engine Architecture
As part of my Masters, we explored the complete development of a game engine from scratch in C++ as a group of 2 using GitHub for collaboration. Starting from a simple working definition using object oriented programming and moving on to advanced Game Programming Patterns parallel to each pattern being taught during lectures.
- C++ Game development
- BigArray ECS Architecture
- Archetype ECS Architecture
- Object Pool pattern
- Flyweight pattern
- Graphics System
- Logic System
- Movement System
- * No Commercial Game engines are used *

Just another 2D platformer
Following up on my learnings on Game engine architecture, I developed a simple 2D platformer made in C++ for the Search for a Star 2024 programming competition held by Grads in Games. The project started off with a base brief and project file which handles the graphics component for programming in C++ with the Direct X11 library. All the engine architectures and game mechanics were developed from scratch in C++.
- Entity Component architecture
- Box2D physics
- Basic Scene management in C++
- Simple Menu and UI
- 2D int array to tilemap generation
- * No Commercial Game engines are used *

Monopoly Deal in TAG
Implemented Monopoly deal and generated automated playtesting data inside the Tabletop Games Framework(TAG), which is an Modern board Games and AI testing framework built in Java. Along with learning the workings of the codebase developed by my faculty and implementing a complete game onto the framework, I have also generated automated playtesting data and developed a hypothesis for player interaction analysis using AI agents. This project has led to a collaboration with my professor where we aim to present the work at an international conference.
- Statistical planning AI Agents
- Automated playtesting
- Data driven decision making
- * No Commercial Game engines are used *

Troll Lair
3 Unique AI agents each following distinct styles using behaviour trees and utility based behaviour have been developed along with a procedurally generated map using cellular automata.
- Unity - MovementAI library
- Unity - NPBehave library
- Cellular Automata
- Automatic Tiling for level generation

Literature
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The AI of Horizon Zero Dawn
Horizon Zero Dawn boasts a impressive AI for the world and how each of the machines behave and work together when attacking the player. It uses Hierarchical task network planner(HTNP) for higher level decisions and seperate AI systems for blending movement, animations and actions
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Reinforcement learning for Automated playtesting
A case study on the current state of Reinforcement learning and its application for automated playtesting.
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Improved Heuristics for Sushi Go and Applicability of Probabilistic Scoring
Group Project involving using Tabletop games framework by IGGI and implementing a statistical planning AI Agent for playing Sushi Go
Skills






