Ravennia
Indie game developer crafting beautiful & meaningful 3D games &
gameplay systems.
I focus on mechanics, visuals & performance.
Scroll to explore my journey.
I am a Game Developer with a deep love for creating quality interactive experiences. My journey began with a curiosity for how virtual worlds are built, which led me to master the game engine Unity and drove deeper into gameplay programming with C#.
It's been over 7 years since I started programming in languages like C#, C++, Python, and Javascript, I focus on writing clean, performant, and reusable code that powers complex gameplay systems. I am also an advocate for Shader Graph and VFX, believing that visual fidelity is just as important as solid mechanics.
When I'm not coding, I'm analyzing game design patterns, exploring new indie games, or modeling low-poly, PBR assets in Blender.
An atmospheric horror exploration game featuring fallout/stalker game feel. Created PBR shaders/materials, lighting optimization, and employed an event based input-system.
A high-fidelity racing game prototype developed in Unity. Implemented a comprehesive virtual drivetrain using PhysX wheel colliders with realistic/arcade style mechanics.
A web-based 3D portfolio built with Three.js and WebGL. Features a fully navigable cyclic linear 3D environment, interactive assets, artistic and extremely optimized custom GLSL shaders.
A third person controller prototype using cinemachine. Car enter/exit mechanics, animation binary trees for all direction walk and stride animations, foot IK etc.
| LANGUAGES |
|---|
| C# (Expert) |
| C++ (Intermediate) |
| JavaScript |
| Python (Scripting) |
| HTML5 / CSS3 |
| SQL |
| WEB & FRAMEWORKS |
|---|
| Three.js |
| Node.js |
| Vite |
| Qt / Flask |
| WebGL |
| GAME ENGINES & TOOLS |
|---|
| Unity 6 |
| Blender 3D |
| Git / GitHub |
| FMOD Audio |
| Adobe Photoshop |
| Figma (UI/UX) |
| DESIGN & ANIMATION |
|---|
| Rive Animation |
| UI/UX Design |
| 3D Modeling |
| Audio Integration |
| 2D/3D Animation |
| GRAPHICS & RENDERING |
|---|
| Shader Graph |
| GLSL / HLSL |
| Universal Render Pipeline (URP) |
| High Definition RP (HDRP) |
| Custom Post-Processing |
| PBR Materials |
| SPECIALIZATIONS |
|---|
| Graphics Programming |
| Shader Development |
| Real-time Rendering |
| Web-based Game Dev |
| Technical Artist Pipeline |
A deep dive into static batching, GPU instancing, and how I reduced draw calls by 60% in BurnyRush using texture atlasing.
Explaining the CCD algorithm and how I implemented a custom IK solver for a procedural spider animation system.
A beginner-friendly tutorial on writing your first HLSL shader to create a ghostly rim-light effect.
Collaborated with an amazing team of 5 artists and 5 developers. Developed multiple games and game mechanics in Unity along with integrating a variety of high quality 3D assets
Worked on a mobile game for kids which focuses on child development. A medical tech oriented developement experience. Primary tool was Unity.