Game developer and designer specializing in Unity and C# for mobile hyper-casual and arcade games. Experienced in rapid prototyping, gameplay systems, and building responsive UI/UX for fast-paced gameplay loops.
Collaborates closely with designers, uses agile workflows and version control practices, and focuses on performance optimization and clean, scalable systems for engaging and replayable player experiences.
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Game teaser trailer created using AI.
🕹️ Game Modes include:
Free Mode – Explore 4 unique maps where you can relax, roam freely, and move both vertically and horizontally.
Air Pong Mode – A skill-based challenge to keep the ball airborne.
AirDash Mode – An auto-forward mode where the plane surfs along the surface, collecting coins and dodging obstacles.
✨ Key Features:
Responsive controls
Coin collection.
Clean and simple UI
Optional rewarded ads for extra coins
“Zombie Showdown” is a hyper-casual mobile game developed by our team, Game Geeks, as part of the MindStorm Studios Summer Program '24 & Game Jam. The game features 3 material-based zombies, each vulnerable to one specific ammo type: ice ammo defeats fire zombies, wood ammo takes down ice zombies, and fire ammo eliminates wood zombies. The game’s art was created using Blender 3D, with UI elements designed in Adobe Photoshop, and it was programmed in Unity.
Spidey Scape | 2D Pixel Art Game
Spidey Scape is a 2D pixel art game created as part of my 3rd-semester DSA project. The game features hand-drawn visuals in Aseprite and is built using Unity. It combines exciting gameplay with web-swinging, exploration, and a unique pixel art style.
Key Features:
4 dynamic levels with engaging web-swinging and exploration mechanics.
Two playable characters: Gwen Stacy and Spiderman.
Interactive elements: A race level, collectible items, and a heartwarming ending cutscene.
A hyper-casual color-matching puzzle game where players align balloons on a tree branch to pop them and complete levels. Developed as a prototype focused on fun, simple mechanics and engaging mobile gameplay.
A hyper-casual ragdoll combat prototype featuring chain-attached weapons controlled by player rotation to generate momentum and strike enemies. Includes a shield mechanic for defense and dynamic physics interactions.
A hyper-casual physics-based game where players throw and attach objects onto a spinning container, using boosters to slow spin speed or freeze the timer for strategic advantage. Prototype focused on timing and precision gameplay.
A hyper-casual sorting puzzle game where players rearrange keys by color to unlock matching locks. Designed as a prototype emphasizing intuitive drag-and-drop controls and smooth player interaction.
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