Projects.
Rigid body physics and collision engine
-
Renderer agnostic engine architecture
-
Collision detection wth primitive shapes
-
Physical links and constraints
-
Contact generation and resolution for friction and frictionless contacts
-
Putting bodies to sleep for performance
-
Early collision rule outs using a binary search tree of bounding volumes
-
Essential mathematics library
Notable Work

Micro Tramways
-
Custom 2D engine built in Java
-
Graph based traffic architecture​
-
Map generation and traffic spawning to create engaging gameplay
-
Events listeners and handling, interaction state machine.
-
Pathfinding based on passenger destination and available line connections including switching lines
-
Intersection generation on crossing lines and transfers between lines
Notable Work

Reberryon
-
Flow field based NPC pathfinding solution
-
​Shader based "weapon wheel"
-
Editor tool to quickly access recent blueprints
-
Behavior of ranged NPC units
-
Async, texture based screen fade library
-
Simple save slot system
-
UI programming
Notable Work

Tools and Utilities Showcase
-
Tool (Unreal): Asset renaming according to configurable naming conventions
-
Tool (Unity): Replace object(s) in scene with asset object/prefab or GameObject
-
Tool (Unreal): Access recently opened blueprints menu
-
Utility (Unreal): Noise generation lib
-
Utility (Unreal): Math extension library for use in blueprints (also in c++)
-
Utility (Unreal): Global, instance reference independent blueprint events
Notable Work

More Projects. (Smaller Write-ups :)
Downhill Dash
-
Programming lead and source control manager (perforce)
-
Character movement based on custom physics implementation to allow easy tuning of gameplay between simulation and arcade like feeling.
-
Controller flick based tricks along with input stacking for combos.
-
In air trajectory prediction and character alignment for smooth landing on ramps with different curvatures.
-
Level design tool to replace objects
Notable Work
Downhill Dash is a downhill skateboarding game

Sour Security
-
NPC behavior implementation that supports emergent gameplay​
-
Emmergent world events system.
-
Extended the blueprint math library for ease of use for technical designers
-
Developed the unique look of the game using a combination of a vertex color based outline shader, shadow separation and cross hatching.
-
Asset batch renaming tool.
Notable Work
Sour Security is a twisted, dark-humoured puzzle sandbox game that puts you in the shoes of Merton, a paranoid, neurotic security guard who sees enemies around every corner!

FABRIK Implementation for Procedural Animations
-
FABRIK implementation in unreal for procedural animations of multi-legged creatures with bone chains of any length
-
Automatic processing of skeletal meshes and sorting in different bone chains based on bone names
-
Pole constraints
-
Runtime procedural foot location detection and animation using FABRIK
Notable Work
This project is a small part of a larger team project in which I am responsible for implementing a boss fight for a multi legged monster

About Me.
Hi! My name is Harsh, I'm a passionate gameplay programmer who is currently a student at Futuregames in Stockholm.
I'm a diligent problem solver, comfortable with venturing out of my depths to learn new things. I'm also a team player, which means I can push to new heights when working with other talented individuals and their differing perspectives. I have a great passion for implementing complex and well designed gameplay systems using clean code architecture and my engineering background has given me a solid understanding for math and physics. Apart from gameplay, I have a special interest in shader programming.
​
If I'm not coding, You can find me bouldering or scoping out the city's best book stores.