Modular C# systems, pooling, UI state, and performance.
I build the systems that make games feel alive.
Gameplay architecture, predictive AI,
physics-driven mechanics and real-time simulation.
Predictive targeting, state machines, and decision systems.
Trajectory gameplay, physics interactions, and real-time world simulation.
Select a system
Choose a flagship project to inspect its gameplay material and open its case study.

01 / Deviloper
Deviloper
A Unity combat-system project focused on enemy waves, predictive targeting, and reusable runtime objects.
01 / 03 Deviloper
All buildsUnder the surface.
A conceptual map for explaining how gameplay systems move from signal to player-facing response. Project links below are the real evidence.
Conceptual system map
Conceptual gameplay system map
Input + signals
Receive player and world events, then validate what the system should react to.
- Inputs
- Player intent · World events · Runtime data
- Transformation
- Filter and normalize signals before they change game state.
- Output
- Validated events
Inspect the implementation context.
Gameplay architecture
State boundaries, reusable modules, and system structure that stays practical to iterate.
- DeviloperWave combat, predictive targeting, and reusable runtime objects.Open repository ↗
- Tanks BattleTrajectory shooting, prediction, and gameplay state.Open repository ↗
- Chest SystemTimed rewards, controlled randomness, and modular UI state.Open repository ↗
Public project evidenceOpen the linked project record to inspect the available build, repository, capture, or design material.
AI-assisted. Human-directed.
I use AI across research, planning, prototyping, debugging, test scaffolds, and documentation. I define the architecture, make implementation decisions, integrate the work, verify behaviour, and own the result.
- 01DirectI own
Problem framing · Constraints · Architecture
- 02AccelerateAI assists
Research · Prototypes · Debugging support · Tests + documentation
- 03VerifyI own
Review · Integration · Testing · Profiling + final decisions
Input + signals
Receive player and world events, then validate what the system should react to.
Inputs: Player intent · World events · Runtime data
Output: Validated events
Gameplay state
Keep the current game situation explicit, inspectable, and safe to iterate.
Inputs: Validated events · Rules · Current state
Output: Updated game state
Predictive decision
Turn state and signals into a readable next action for gameplay systems.
Inputs: Current state · Targets · Trajectory data
Output: Chosen action
Player-facing output
Make the system legible through feedback, UI state, rewards, and response.
Inputs: Chosen action · Progress · UI state
Output: Visible response
Gameplay architecture
State boundaries, reusable modules, and system structure that stays practical to iterate.
Deviloper: Open repository — Wave combat, predictive targeting, and reusable runtime objects.
Tanks Battle: Open repository — Trajectory shooting, prediction, and gameplay state.
Chest System: Open repository — Timed rewards, controlled randomness, and modular UI state.
Physics + simulation
Trajectory systems, world interactions, and runtime data that must remain understandable in play.
Tanks Battle: Open repository — Trajectory systems and tactical-combat prediction.
Performance + reuse
Reuse and runtime discipline that support stable, responsive gameplay loops.
Deviloper: Open playable build — Reusable runtime objects and object pooling.
Progression + UI
Reward state, controlled timing, and UI feedback that explain a system to the player.
Chest System: Open repository — Timed unlocks, controlled RNG, and modular UI.
Design shapes the system.
Mechanics, prototypes, 3D art, and visual direction—built to make player intent clearer, more playable, and easier to build.
View design + art archive (opens the local work archive)
Chaos built around player control.
A compact downhill arcade concept shaped through movement feel, wobble, recovery, level flow, and readable risk-reward choices.
- Movement + drift
- Wobble recovery
- Level flow


WheelChair Mayham
A compact downhill arcade concept shaped through movement feel, wobble, recovery, level flow, and readable risk-reward choices.
Cleaning Game
An Unreal Engine restoration prototype using mouse inspection, line traces, collision UVs, render targets, and dynamic materials.
Void Queen
A character-development study connecting concept art, sculpt reference, and atmosphere before production detail is committed.
Built across systems, teams, and communities.
Unity simulation work, remote game development, and programming support—three different ways of helping a build move forward.
Career signal Build / Guide / Community
Trusted to solve, explain, and deliver.
All recommendations“Aditya demonstrated solid expertise in Unity and a strong ability to handle complex runtime-builder projects effectively. He worked independently to find effective solutions.”
Lenka Holá ToulCFO, Advisory Board Member, Speaker, BI & DAX, Interim, Project manager“He always thinks first about code design and architecture before implementing it, with a particular focus on optimisation.”
Malhar DevasthaliProduct | Ops | Tech | Game Dev | Start-ups“A strong grasp of C++ and Unity with C#. I would definitely recommend him for a game-programming role.”
Rupam DednathGame DeveloperThe human behind the systems.

I learned Unity by building, breaking, and rebuilding games. That self-directed process taught me to care about systems that are understandable, testable, and easy to iterate.
Today I focus on gameplay systems and real-time simulation. Game-design and art literacy help me translate player intent into practical implementation and collaborate across disciplines.
- Ernakulam, Kerala, India
- Self-directed since 2016
- Systems + player experience
Working principles
- 01Build to understand
- 02Architecture for iteration
- 03Player intent first
Let's build what players feel.
Hiring for Unity gameplay systems, simulation, or player-facing tools? Tell me what you're building—and where I can help.

