Ten years of games and real-time simulations in Unity and Unreal, from a mobile wrestling sim in 2016 to agentic tooling for Unreal Engine 5.
A mobile wrestling GM simulator, still live and updated, with 100K+ downloads and a 4.3 rating across Google Play and the App Store.
Planned the data model (profiles, roster, progression, rewards) and built save/load plus the scheduled-reward notifications that bring players back.
Multiplayer VR with LEAP Motion hand tracking, held to a stable 90 FPS.
A city-builder with minigames, a currency economy and property flipping. Led a team of four to get it feature-complete in six months, cutting timelines by about 20% across the group’s studios.
A multiplayer arena paintball game with real-time networking, built for low-end mobile devices.
Crafting, crop growth and save/load in C#, tuned to hold frame rate on cheap phones. Like Farmville, but worse, and less fun.
A VR cricket simulation broadcast live on Star Sports India to 200M+ viewers. Won the contract over Accenture and helped raise $10M.
Sub-frame bat-ball collision, a port from Unity to Unreal with C++ physics extensions, and real match data piped through Kafka so anyone in studio could face a delivery 30 seconds after it was bowled.
A public VR cricket activation: 80,000 fans played real deliveries on HotstarVR across India, and 5,000 more at the Caribbean Premier League.
A real cricket bat with submillimeter SteamVR tracking and force feedback on every hit.
A mixed reality documentary with interactive holograms of Pakistani women sharing their experiences of gender disparity. Selected for CPH:LAB and CPH:DOX in Denmark.
The broadcast simulation ported to standalone Android VR hardware without dropping visual quality.
A mobile cricket game with real-time 6DoF bat and body tracking from the front camera alone, at 60 FPS on low-end Android. Helped raise a $5M seed round and drew interest from the ICC, ECB, MLB and Wimbledon.
The cricket tracking turned into a reusable toolkit for Wii Sports-style games across cricket, baseball, tennis and table tennis, with a custom YOLO model running on-device through ONNX and Unity Sentis.
Fruit Splash came out of it too: a fruit-slashing game where your hands are the swords.
A location-based co-op game on real-world maps. Designed the multiplayer architecture: authoritative server, client-side prediction, server reconciliation, and geolocation interest management so each client only syncs nearby players. go-operative.com
An open-world multiplayer RPG in Unreal Engine 5 drawing on Asheron’s Call. Led four UE5 developers to the MVP: combat, inventory, spellcasting, progression, enemy AI, an allegiance-style patron/vassal system and a vitae-inspired death penalty.
A neon endless runner on Google Play built around a one-tap gravity flip, with 10 zones, 30+ unlockable skins and global leaderboards. Game page
A Unity package that drives any Humanoid-rigged avatar from a plain webcam. No depth camera, no motion capture suit.
Gives LLM agents natural-language control of the live Unreal Engine 5 editor through 300+ verified tools for lighting, materials and assets, with a safety layer that blocks destructive actions before they run.
In side-by-side runs it cut token spend and time by 73%: a task that took Opus 5.5 an hour finished faster on Sonnet 5 with the toolkit.
An agent pipeline on top of the Unreal toolkit that takes a game from idea to playable prototype.