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A platformer where your countdown affects the levels, activating and deactivating elements of it.
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A data science project analyzing student survey data to uncover statistical patterns and environmental factors influencing student mental well-being.
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A cellular automata traffic model analyzing vehicle density, speed fluctuations, and phantom traffic jams on multi-lane highways.
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An interactive Python implementation of John Conway's cellular automaton with configurable initial grids and speed controls.
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An end-to-end machine learning project utilizing regression models to forecast e-commerce product pricing based on market features.
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An educational cybersecurity tool demonstrating ARP cache poisoning, packet manipulation, and network traffic observation.
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A cellular automata simulation modeling dynamic wildfire propagation across terrain influenced by wind vectors, moisture, and fuel density.
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A desktop application for pixel-level visual comparison, structural similarity assessment, and difference highlighting between image files.
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A predator-prey simulation and real-time evolution sandbox with autonomous agents built in Godot 4 and PyTorch.
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A suite of Computer Vision tools, face recognition pipelines, gallery management, and automated student/staff attendance tracking applications developed during Student Researcher work.
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Honknarok is a short, physics-based rage game set on a treacherous mountain path to Valhalla.
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A 3D turn-based tactical grid prototype built in Unity.
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An interactive web application that converts uploaded images into customizable ASCII text art in real time.
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A co-op management-chaos game about running a cruise ship with friends, feeding passengers, keeping systems online, and surviving icebergs and escalating disasters.
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Worked as a full-time remote intern at Easewin Gaming Private Limited (Jan–Jun 2026), contributing to the prototype and early builds of this Steam-listed horror game.
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A demonstration of connecting Unity UI elements with an external API.
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A fun, Fruit Ninja-style Unity game where players grade flying exam papers by swiping across the screen.
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A full-cycle QA project auditing Unity's Third-Person Starter Asset.
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A 2-player co-op game about procedural miscommunication under pressure.
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A virtual pet that lives in my GitHub profile README.
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A Godot 4 and Python AI framework to dynamically train 3D agents using live demonstrations with a BC-to-PPO RL pipeline.
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A high-performance C-based inference engine optimized for fast local execution of machine learning models.
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An extension for the GLTFast addon in Unity to import GLTF/GLB files containing WebP textures, optimizing asset loading and memory usage.
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A 4-day GMTK Game Jam submission.
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Physics-based package delivery meets pure vehicular chaos.
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A true-scale Pokemon Augmented Reality demonstration built in Unity using spatial surface tracking and realistic real-world asset scaling.
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Developing the water and lighting systems for Fake It Till You Sink has been an incredible deep dive into Unity's Shader Graph, custom HLSL, and render pipelines.
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A first look at the cruise-ship chaos game, covering the core loop, systems, and early progress.
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My cheatsheet/rulebook for writing clean, maintainable code.
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A story about making an interactive github profile with Woop the wooper