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):

Control:Override icon

Control:Override

Control:Override is a puzzle game where you share control between the environment and yourself. Abuse physics bugs to solve puzzles in out of the box ways. Terminate the rogue AI. And perhaps confront the truth about why it went rogue.

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
Design breakdowns: Designing levels to teach unnatural mechanics naturally in Control:Override How I turned physics bugs into mechanics in Control:Override Schrödinger's protagonist: Designing the story in Control:Override


Projects(Non-Commercial):

Neon Heart Overdrive icon

Neon Heart Overdrive

A retro FPS where your healthbar is a combo meter. Use slowmo and go into overdrive keep the combo going and your heart beating.

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
Design breakdowns: Implementing and optimizing cover seeking AI for Neon Heart Overdrive


MathMagician icon

MathMagician

A short card based RPG where you need to use arithmetic to manipulate the flow of mana. You are given a set of numbers each turn. Manipulate them to fulfill the equations in each card.

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)


Your Bullets, Our Hell icon

Your Bullets, Our Hell

A top-down shooter where you can hypnotize enemies to fight for you. But when they go berserk, they will turn your life back into a bullet hell.

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)


Phantom Reverie icon

Phantom Reverie

Phantom Reverie is a soulslike prototype for android that I made for to get better at designing AI.

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.