Why me?
- I'm passionate about telling stories through game mechanics in new and interesting ways.
- I love coding up new gameplay mechanics.
- I have 4+ years of development experience using Unity.
Skills:
Gameplay Programming
Game Design
AI programming
Languages:
C#
C++
Python
JS
Frameworks/Tools:
Unity3D
Git
YarnSpinner
Trello
Notion
Tensorflow
Education:
Bangladesh University of Engineering and Technology
2018 ‑ 2023 (Graduated)
B.Sc. in Computer Science
Projects(Commercial):
Roles:
Level Design Gameplay programming Game Design Narrative Design- Designed and implemented the core game mechanic, the ability to share controls with and glitch into objects.
- Designed and implemented gameplay interactions/level elements that build upon the core mechanic.
- Designed 47 puzzle levels utilizing the above.
- Implemented a custom raycast-based platformer character controller that worked with the glitch mechanic.
- Wrote and implemented a branching, multi-ending story with Yarnspinner.
- Worked with a publisher to publish the game on Steam
Projects(Non-Commercial):
Roles:
Gameplay programming Game design AI Programming- Implemented FPS combat with gun spread, ammo management, hitscan, projectiles, etc.
- Implemented variety of weapons including smgs, shotguns, grenades and a flamethrower.
- Implemented enemy AI using a custom BT/FSM library I wrote(BTSM).
- Implemented and optimized an enemy cover system.
- Implemented enemy ragdolls.
- Implemented game feel aspects such as screenshake.
- Won first place in the Design Den Game Jam 2023
Roles:
Gameplay programming Game Design- Implemented Slay the Spire like deck-based combat
- Turn based enemy AI with enemy "tells" like Slay the Spire
- Mixed it with a math-based energy system to play cards.
- Won 2nd place in the game-jam(Brain-Jam 2020)
Roles:
Gameplay programming Game design- Implemented a top-down arena bullet hell combat system
- Designed and implemented an enemy mind control mechanic.
- Implemented a bullet spawn system that can spawn bullets in diverse geometric patterns.
- Implemented object pooling for bullet spawning.
- Focused on nailing the game feel
- Won 2nd place in the game-jam(Brain-Jam 2021)
Roles:
Gameplay programming AI programming- Implemented soulsike combat mechanics(melee/ranged combat with dashing)
- Implemented a ticketing based AI combat director.
- Enemies coordinate their attacks to keep it challenging without overwhelming the player.
- Balances enemy attack tickets between melee and ranged attacks to keep combat dynamic.
- Implemented Finite State Machines for individual enemy AI
BTSM: Modular Behavior Tree + Finite State Machine library
A modular Behavior Tree and Finite State machine library for Unity3D that lets you define states and BT nodes and manage state transitions purely via code.
Inspired to merge FSM and BT by this GDC talk.
Roles:
Gameplay programming AI programming- Wrote a Behavior tree system with sequence, parallel etc. nodes.
- Wrote a flexible Hierarchical Finite State machine system.
- Wrote Unity Editor code for a custom editor window for runtime debugging the FSM/BT.
- Each state can be a behavior tree but the two can work independently as well.
- BT, FSM and transitions can be constructed/modified in runtime.