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Game Overview:

  • 2D Arcanoid Breakout like Block Breaker.

  • Destroy the blocks to clear the level by moving the paddle.

  • AutoPlay.

  • Rewards

BLOCK BREAKER

Features Used:

  • Positioning the ball at a fixed distance from the paddle to move it along with the paddle.

  • Destroying Reward Blocks which will drop rewards such as extra lives.

  • Autoplay feature to PlayTest and Debug.

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Game Overview:

  • 2D Tilemap Platformer.

  • Navigate the level to reach the Exit Sign.

  • Avoid Hazards and collect coins.

  • Shoot to destroy enemies.

DUNGEON ADVENTURE

Features Used:

  • Sprite sheets for backgrounds, levels and characters.

  • Rule tiles for creating levels.

  • Physics materials to remove friction and create bouncy materials.

  • Cinemachine to follow player movement.

  • State driven cameras.

  • Game Sessions.

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Game Overview:

  • 2D Strategy Tower Defense Game.

  • Place Defenders to stop the enemies.

  • Work with limited resources.

  • Survive waves of enemies till timer ends.

GLITCH GARDEN

Features Used:

  • Sprite Sheets for Character Animations.

  • Grid System to get position of mouse clicks.

  • Buttons to select defenders.

  • UI Level Timer.

  • PlayerPrefs to store Player Settings.

  • Difficulty Levels.

  • Splash Screen for Loading.

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Game Overview:

  • Top Down Arcade Style Shooter.

  • Survive endless waves of Enemies.

  • Play to get the highest scores possible.

N.O.V.A
SPACE DEFENDER

Features Used:

  • ViewPortToWorldPoint to set boundaries for the game.

  • Waypoint ScriptableObjects to control path in which enemies move.

  • RandomInsideUnitCircle to create camera shake.

  • Parallax Scrolling to create a scrolling background.

  • Singletons for Audio Player and Score Keepers.

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Game Overview:

  • ​An FPS zombie survival game.

  • Various weapons with respective fire rates.

  • ADS available on certain weapons.

  • Ammo Pickup for each type of weapon.

  • Flashlight mechanic for the added fear factor.

  • Enemies follow the player to attack.

  • Display UI on damage taken.

FORBIDDEN EXPLORER

Features Used:

  • ViewPortToWorldPoint to set boundaries for the game.

  • Waypoint ScriptableObjects to control path in which enemies move.

  • RandomInsideUnitCircle to create camera shake.

  • Parallax Scrolling to create a scrolling background.

  • Singletons for Audio Player and Score Keepers.

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Game Overview:

  • Quiz based on popular T.V Show F.R.I.E.N.D.S.

  • Take the quiz to find out if you’re a F.R.I.E.N.D.S superfan.

F.R.I.E.N.D.S QUIZ

Features Used:

  • Scriptable Objects to hold Questions and Answers.

  • Arrays to hold all the Scriptable Objects and display them at random.

  • UI Timer to create a sense of urgency.

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Game Overview:

  • Space Rail shooter type of game.

  • Avoid the Terrain and Shoot enemies to survive.

GALAXY PROTECTOR

Features Used:

  • Unity Terrain to create the environment.

  • Rotate player with Pitch, Yaw and Roll.

  • Unity Timeline to create a Fixed Sequence of gameplay.

  • Control Tracks to create enemy waves.

  • Post Processing to enhance gameplay experience.

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Game Overview:

  • 3D Strategy-based Tower Defense game.

  • Place Towers to stop enemies from Reaching the Castle.

  • Work with limited resources to place towers

KINGDOM CONQUEST

Features Used:

  • Grid of gameobjects to represent tiles in the Game.

  • ExecuteAlways to run certain scripts even in scene mode.

  • Vector3.Lerp to make movement between positions smoother.

  • ObjectPool to control spawning of enemies.

  • Pure C# class for algorithm purposes.

  • Dictionary of Coordinates and Node corresponding to it.

  • Queue to create order in which enemy moves between positions.

  • Script Execution Order to change order in which scripts are executed.

  • Build Timer for Towers.

Space Supernova

Game Overview:

  • 3D Physics-based Game.

  • Navigate the rocket through the level to land on the finish platform.

BOOST ROCKET

Features Used:

  • Add Relative Force to Boost The Rocket.

  • Particle effects to display when boosting.

  • Mathf.Sin to make objects oscillate between two points.

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