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NBA 2K24

Engineering Intern

Tech Stack: 

Visual Concepts Proprietary Engine,  C++

Description:
NBA 2K is a series of basketball sports simulation video games developed by Visual Concepts and released annually

My Work:

- Worked on NBA 2k24 on Gameplay, UI, Engine, and Physics system.

- Added new features and fixed bugs on MyLeague, MyTeam & MyCareer in PS4, XBX S.

- Supported features and solved bugs on MyTeam & MyCareer in PS5, XBX X.

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Unannounced NBA Title

Associate Software Engineer

Tech Stack: 

Visual Concepts Proprietary Engine,  C++, Angelscript

Description:
We're making a new IP unde
r NBA 2K seris

My Work:

 

  • \

    Implementing gameplay and UI systems using C++ & Angelscript

  • Responsible for prototyping new in-game modes and porting Gen4 & Gen5 features in the game.

  • Responsible for on-boarding new engineers and knowledge transfer of proprietary engine and tools.

  • Managing overall coding standards and code architecture in collaboration with VC China.


    * Due to NDA can't disclose anymore details 

NBA 2K24
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The Callisto Protocol

AI Engineering Intern

Tech Stack: 

Unreal Engine 4, C++, Blueprints 

Description:
I've worked at Striking Distance Studios on their debut title Callisto Protocol, published by Krafton as an AI engineering intern. 

My Work:

- Added several new features in Grunt Enemy and improved existing ones.
- Implemented AI Debug tool for Enemies to mimic Unreal Engine's Gameplay Debugger.
- Added Dynamic Navmesh feature in Engine's Navmesh plugin.
- Optimized already existing functionality to use fewer resources and be highly performant.
- Created test maps for every NPC
 traversal inside the game for testing the traversal.

Callisto Protocol
Rudra: A Tale of Time
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Rudra: A Tale of Time

AI Engineer

Tech Stack: 

Unreal Engine 5, C++, Blueprints 

Description:
Rudra is an action RPG inspired by Hindu scriptures. Unlock your chakras, use mantras, and battle Asuras to bring balance to the universe. The game is currently under development and will be released on May 2023.


My Work:
- Created all 4 types of Enemy for the game using C++ and Blueprints.
- Implemented all enemy behaviors using Behavior Tree & Unreal's Gameplay Ability System.
- Created a common statemachine like framework using a Behavior tree and GAS to create individual abilities for each enemy.
- Designed and Implemented Final Boss and Its behavior.
- Created a single spawner system to support all types of Encounters (Single, Multiple, Various Types of Enemy,  Wave Based, Desctuble Spawn zone).,

Codename Sicarius
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Codename Sicarius

AI & Gameplay Engineer

Tech Stack: 

Unity, C#

Description:
Codename Sicarius is a game inspired by Assasin's creed where my goal was to engineer AI and Gameplay using Programming Patterns.

My Work:
- Implemented Statemchine from scratch using State Pattern & C# in Unity without using Unity's native Statemachine.
- Players have Multiple states like Freelook, Attacking, and Target locked as well as Unlockable states like Dodge, Block, and Climb which are implemented using Sublacss Sandbox Pattern.
- All subsystems like Force receiver, Attack,  Targeter, etc were implemented using the Type Object pattern.  
- Enemy AI is made using the same way with its's own State & Statemachine encapsulated in its own class.

Project Punisher
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Project Punisher

Gameplay  Engineer

Tech Stack: 

Unreal Engine 5, C++, Blueprints

Description:
Project Punisher is a 3rd person combat game inspired by MARVEL's Punisher. The game is currently in the prototyping stage.  Please have a look at the current development phase inside.

My Work: 

-Implemented various ranges of locomotion ( Walk, Strafe, Turn in place) using 1D & 2D Blendspaces and AnimBP.

-Creating different guns like pistols, SMGs & AR with their own individual magazine and recoil.

- Using IK for hand placement and making guns automatic and semi-automatic firing modes.

-Adding Aiming, ADS, and Zooming while sniping and dynamic crosshair for different guns.

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Project Loki

AI & Multiplayer Engineer

Tech Stack: 

Unreal Engine 4,  C++

Description:
Project Loki is First Person MultiPlayer Co-Op Stealth Game where the objective is the collect the Object and Extract the Area to reach the extraction zone without getting caught. 

My Work:
- I've made an AI that has Sight and Hearing using Unreal's Perception Component.
- Different AI states added using a custom Enum-Based Statemachine.
- Capture the flag mechanics added. The extraction zone and capture zone are added.
- Multiplayer client - server replication added.

Project Loki
Project Merlin

Project Merlin

AI & Gameplay Engineer

Tech Stack: 

Unity, C#

Description:
Project Merlin is a diablo 3-style RPG game that is based on the film King Arthur: Legend of the sword.

My Work:
- I implemented Player Locomotion. Hand to Hand Combat and Enemy Statemachine with 3 different types of enemies. 
- Enemy AI State machine is made using an Enum-based state machine.
- Used various programming patterns like Subclass Sandbox, Typeobject, and Observer.

Witchery
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Witchery

Hardware & C++ Engineer

Tech Stack: 

Unreal, C++, Arduino, Gyroscope

Description:
Witchery is a first-person Shooter game where you use your wand to cast magic to defeat enemies.
My Work:
I made a custom Wand Controller using Arduino and a gyroscope that works with the game we made. It was so modular that it can be attached to any store-bought wand and make it a functional wand controller.

Phanes Engine
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Phanes Game Engine

Tech Stack: 

C++, GLib, Visual Studio Community

Description:
The Phanes Engine is my own made on top of the GLIB graphics library. It's the custom engine that has Render, Physics, and Collision Components to make
some very simple 2D games.

My Work:

The Phanes Engine is a custom game engine developed on top of the GLIB graphics library. It encompasses various modules including GameObject, Renderer, Physics, Pointers, JSON, Job System, Math, Collision, Application, Containers, Data, Timing, and Log. These modules provide functionalities such as sprite loading and display, physics calculations, custom smart pointers, JSON data handling, multithreading support, mathematical operations, collision detection using AABBs, engine startup and shutdown management, container management, data storage, timing calculations, and logging for debugging purposes. The Phanes Engine is designed to facilitate the development of simple games with its comprehensive set of components and features.

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