I am a gameplay developer & game designer with over 3 years of experience, specializing in systems design, gameplay programming, level design, and combat mechanics.
I’ve also contributed to creative direction on indie projects, shaping core player experiences while tackling new challenges to craft games that truly matter.
Built a diverse portfolio of cross-platform games, including a 2D puzzle platformer, a word-logic puzzle game with real-time API validation, a 2D top-down space shooter, and a 3D hack-and-slash RPG featuring dynamic combat systems.
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Portfolio Website (https://www.twine.net/signin
Hunter’s Knight - Unity 3D - Developed Features
This third-person action game was a fun and challenging project for me. As the sole developer, I had the opportunity to work on all programming (C#), systems design, and gameplay implementation across the entire project. Throughout development, I focused heavily on performance, ensuring a stable 60 FPS experience across multiple platforms, including WebGL for in-browser play.
A key part of the project was building a fully dynamic combat system. I imported and adapted 3D character animations from Mixamo, then designed and implemented animation states and transitions, tightly integrating them with gameplay logic to support dodge rolls, three-stage attack combos, blocking, stamina consumption, and a full health system. I also created three levels with bosses and a combat flow that includes a 4-chain attack combo, jump attack, and a special attack.
Enemy design was equally important—I developed four unique enemy types, each with distinct combat styles, advanced behavior logic, and complex movesets with their own combo patterns. It was an interesting learning experience that provided me with a better understanding of the mechanics and combat designs.
To enhance immersion, I crafted particle effects, trail effects, and applied lighting, textures, and materials to elevate the game’s visual presentation. I also implemented dynamic sound effects using FMOD Studio and Unity Audio to bring responsiveness and impact to combat actions.
On the systems side, I built and refined camera controls to ensure smooth, responsive gameplay, along with automatic input detection that adapts seamlessly between keyboard–mouse, controller, and gamepad setups. The game remains fully playable on both browser and PC, maintaining consistency across platforms.
This project strengthened my ability to develop complete gameplay systems from scratch, optimize performance, and deliver polished experiences across different environments—all while managing the entire production pipeline independently.
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