Critter Catcher
Description
As the lead programmer in a multidisciplinary team, I was responsible for implementing core gameplay systems, managing technical architecture, and ensuring performance and smooth interaction across the game. I collaborated closely with designers and artists, contributing to creative decisions and enabling rapid iteration through modular and reusable systems.
Implementations
- Enemy AI System: Designed a modular behavior tree-based AI system for dynamic enemy behavior; enabled designers to tweak behavior combinations directly in Unity Inspector..
- Breakable Object System: Created reusable breakable object scripts to add interactivity; integrated physics-based breaking effects.
- Deathbox System: Developed a safety system to respawn creatures when they fall out of bounds or behave unexpectedly.
- User Interface: Implemented logic for enabling/disabling UI elements based on game state; added interactive button functionality.
- Tutorial System: Built a modular tutorial manager guiding player onboarding with dynamic screen control and progress tracking.
- Cut-Scene Integration: Extended the cutscene manager to handle both sprite and video formats, added music and skip functionality.
- Waterfall VFX: Created dynamic water effects using Unity's particle system to enhance visual appeal.
- Cloth-Simulated Net: Implemented realistic cloth simulation for a net object to improve environmental immersion.
- Audio Support: Developed utility scripts to integrate audio systems and support the sound design team.
Procedural Generation
Description
Developed a 2.5D procedurally generated maze ball game using C++ and DirectX. The project focuses on gameplay mechanics, procedural content generation, collision detection, and real-time post-processing effects, offering an engaging and scalable game experience. This is created as part of the university module
Implementations
- Procedural maze generation using Randomized Depth First Search (RDFS).
- Responsive ball control and AABB-based collision detection system.
- Dynamic camera system for 2.5D gameplay view.
- Real-time post-processing effects with GPU shaders (e.g., glow, lava pulse, god rays).
- UI customization using ImGui to adjust gameplay parameters (ball speed, maze size, effects).
- Scalable difficulty with increasing maze size each level.
Network Programming
Description
This is a solo networking project developed using Unity and C# as part of a university module focused on multiplayer game programming. The project explores core networking principles and advanced techniques to ensure responsive, fair, and smooth multiplayer experiences.
Implementations
- Client-Server Architecture – Ensures fair gameplay and prevents cheating.
- TCP & UDP Communication – Balances reliability and real-time updates.
- Firebase Integration – Secure and efficient matchmaking using DNS
- Fuzzy Logic AI – Predicts player actions during network instability, maintaining seamless gameplay
- Optimized Networking – Handles packet loss and latency through AI-based estimations
Sakura Blossom - Graphics C++
Description
This is a foundational graphics project developed to explore graphics programming concepts using DirectX. It was created as part of a university module focused on real-time rendering techniques.
Key Implementations
- Shader programming for dynamic lighting and reflections
- Manipulation of vertex and pixel shaders for visual effects
- Simulation of wind and water flow using procedural techniques
- Applied post-processing methods to enhance final scene visuals
Guardian - Gameplay C++
Description
This is a solo Unreal Engine project created to explore gameplay AI programming. It serves as the second phase of the project introduced previously: Guardian.
Key Implementations
- Created character components, input systems, and behavior logic
- Implemented a custom AI controller for enemy characters
- Integrated features including Stealth Kill, Double Jump, Health and Mana regeneration, Melee and Ranged Attacks
- Developed a “Danger Sense” system inspired by Spider-Man — slows time and allows the player to dodge incoming attacks
- Implemented a Ranged Magic Attack mechanic inspired by the “Fear Attack” of Sekiro’s Guardian Ape
Guardian
Description
This is a solo Unreal Engine project created to explore my skills as a game animation programmer. The player assumes the role of a bored Guardian of a temple, waiting for warriors to challenge him.
Key Implementations
- Created and played a cinematic intro scene at the start of the level
- Developed a Combo Attack system entirely in C++
- Implemented control restrictions during specific animation sequences
- Added emote animations triggered by player input
- Handled skeletal mesh switching at runtime (initially attempted in C++, but adapted due to engine limitations)
TPS Shooter
Description
This is a solo Unreal Engine project developed by me with the help of GameDev.tv, YouTube, Stack Overflow, and other resources. The player takes control of a hacked robot inside an enemy base and must eliminate the remaining hostile robots.
Key Implementations
- Designed and implemented core gameplay mechanics for player and enemy robots
- Created AI behavior systems for enemy robots
- Implemented health and projectile systems
- Established a complete game loop
- Integrated free assets for environment, music, and robot models
NPC Talk - Ai Prototype
Description
InWorldAI SDK enables real-time, natural language conversations between NPCs and players. I introduced a subtle innovation where NPCs can continue their dialogues autonomously, and the player can step in at any point to influence or shape the conversation dynamically.
Key Implementations
- Rapid prototyping and system iteration
- Integrated InWorldAI API for dynamic dialogue creation
- Implemented REST API communication in Unity using C#
- Enabled player participation in mid-conversation
- Integrated free text-to-speech assets for audible NPC interactions
Zombie Hunt
Description
This is a solo Unity 3D project created by me with the help of GameDev.tv, YouTube, Stack Overflow, and other online resources. The player hunts zombies for fun on an isolated island, equipped with a weapon system and a torchlight.
Key Implementations
- AI zombies activate based on player proximity or when shot
- Weapon and ammo system for the player
- Pickups such as ammo and flashlight batteries
- Health systems for both player and zombies
- Basic UI and a complete game loop
Space Shooter(3D)
Description
This is a solo Unity 3D project created by me with the help of GameDev.tv, YouTube, Stack Overflow, and other online resources. It is a 3D version of the Space Shooter game I previously developed in 2D. The player controls a fighter ship and must battle waves of enemy ships.
Key Implementations
- Enemy ships spawn in waves and shoot at the player
- Player control system (movement and shooting in 3D space)
- Health and scoring system for the player
- Complete game loop (start, gameplay, game over)
- Added sound effects for actions and explosions
Space Shooter(2D)
Description
This is a solo Unity 2D project created by me with the help of GameDev.tv, YouTube, Stack Overflow, and other online resources. It is a 2D infinite loop game where the player controls a fighter jet and battles waves of enemy ships.
Key Implementations
- Enemy ships spawn in waves and shoot at the player
- Player control system (movement and shooting)
- Health and scoring system for the player
- Complete game loop (start, play, game over)
- Integrated free assets: ships, music, and enemy sprites
Free runner (Mario Clone)
Description
This is a solo Unity 2D project created by me with the help of GameDev.tv, YouTube, Stack Overflow, and other online resources. It is a clone of the classic Mario game, featuring core gameplay mechanics.
Key Implementations
- Scripted player movement
- Camera follow system
- Coin collection and health system
- Basic enemy AI and interactions
- Complete game loop (start, play, game over)
- © Safwan Paleri
- Design: HTML5 UP
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Contact
Email: safwanpaleri@gmail.com
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