Professional Projects

Ultrasonic Immersion Testing VR Simulation

UTI Simulation – Ultrasonic Immersion Testing

Sify | Unity 3D – VR & PC

Immersive VR Simulation for Non-Destructive Testing (NDT) of Materials
Developed a high-fidelity VR simulation replicating ultrasonic immersion testing (UTI) — a critical NDT technique used in industries like aerospace, manufacturing, and defense. This simulation allowed trainees to perform virtual probe alignment, data acquisition, and defect detection without using expensive machinery or real test materials, increasing safety and scalability in training.

Key Responsibilities

  • Lead Unity Developer – VR Simulation & Data Visualization: Architected and developed the core simulation systems, replicating real-world ultrasonic immersion hardware including probe movement, tank behavior, part fixtures, and scanning workflows.
  • Probe Mechanics & Collision Handling: Programmed real-time probe movement in 3D space based on physical constraints. Simulated crash scenarios triggered faults and corrective feedback workflows to mimic real-world safety procedures.
  • UI & Software Screen Simulation: Recreated proprietary ultrasonic software interfaces in VR — including control panels, forms, scan triggers, and parameter tuning — for realistic hands-on training without software licensing.
  • Real Data Integration & Graph Generation: Parsed 12-bit 3D integer array data provided by the client to generate real-time A-scan, B-scan, and C-scan visualizations, built from a custom waveform rendering algorithm.
  • Training Logic & Crash Scenarios: Developed step-based learning modules, success/failure conditions, and real-time feedback for probe alignment accuracy, scan timing, and flaw detection.
  • QA & Performance Optimization: Maintained 90+ FPS performance on standalone and PC VR systems. Validated across multiple headsets to ensure hardware compatibility and simulation stability.

Tooling U Virtual Labs

Sify | Unity 3D – VR & WebGL

Immersive VR Simulations for Manufacturing Training & Assessment
Created a simulation-based training platform enabling learners to practice manufacturing procedures and safety protocols in realistic virtual environments—bridging the gap between theoretical e‑learning and hands‑on performance.

Key Responsibilities

  • Project Lead – UX/UI and Workflow Design: Led design of intuitive VR interfaces supporting complex manufacturing training scenarios.
  • Stakeholder & Client Engagement: Worked closely with vendors and educational partners to refine simulation design based on instructional goals.
  • Risk Anticipation & Issue Mitigation: Identified potential development bottlenecks early and maintained project continuity.
  • Template Leadership & Scalability: Established reusable simulation templates that reduced development time for future modules.
  • Quality Assurance & Knowledge Transfer: Conducted thorough testing and created guides to assist trainers and administrators in simulation delivery and tracking.
LensX Interactive 3D

LensX Interactive 3D

Sify | Unity 3D – WebGL

Immersive WebGL-Based 3D Questionnaire for Post-Training Knowledge Assessment
Developed an interactive 3D WebGL application designed to assess learners' understanding of key training concepts in a simulated environment. By combining immersive visuals and contextual scenarios, the platform increased user engagement and comprehension while enabling instructors to evaluate knowledge retention more effectively.

Key Responsibilities

  • Project Planning & Execution: Defined project goals, milestones, and timelines in collaboration with stakeholders. Maintained comprehensive development plans to ensure timely delivery.
  • Team Coordination: Assigned tasks, monitored progress, and managed workload across Unity developers, designers, and testers to align implementation with educational outcomes.
  • Interactive 3D Experience: Led the design and integration of 3D environments that presented contextual questions and visual cues within a browser-friendly WebGL framework.
  • QA & Cross-Browser Compatibility: Defined testing criteria and worked closely with QA to ensure reliable performance across multiple devices and browsers.
  • User Feedback & Iteration: Incorporated trainer and learner feedback through multiple iteration cycles to improve clarity, responsiveness, and engagement.

YUCAD – Design Studio

ThinkHi | Unity 3D – WebGL

Interactive 3D Home Design Tool with E-Commerce Integration
Developed a browser-based 3D application that allows users to design and customize their home interiors with fine-grained control—from furniture arrangement and decor to wall finishes and accents. Built on Unity WebGL, the tool enables real-time visualization and integrates with an e-commerce platform, allowing users to purchase products directly within the design experience.

Key Responsibilities

  • Team Leadership: Led a cross-functional team of three Unity developers and two 3D artists. Conducted stand-ups, resolved blockers, and maintained team velocity across design and implementation.
  • Custom Free-Draw & Layout Tool: Designed an interactive drawing system enabling users to freely create, reposition, and adjust layout designs post-creation.
  • WebGL & Magento Integration: Worked closely with web engineers to connect Unity-based design tools with Magento’s e-commerce backend, enabling real-time product selection and cart updates.
  • Modular Content Loading: Architected scalable loading of dynamic furniture and decor assets to support expanding product catalogs from multiple vendors.
  • Performance Optimization: Ensured smooth experience across browsers using mesh instancing, occlusion culling, and efficient bundling tailored to WebGL runtime limitations.
YUCAD VR App Interface

YUCAD VR – App

ThinkHi | Unity 3D – Android / iOS

Cross-Platform Viewer for Immersive Home Design Visualization
Created a mobile application enabling users to view their home designs stored in YUCAD accounts through multiple perspectives: 2D floorplans, 3D interactive models, top-down views, and immersive VR walkthroughs. The app bridged design creation and visualization, enhancing decision-making and design sharing across platforms.

Clite Virtual Lab

Clite Technologies | Unity 3D – PC / Android

Physics-Based Virtual Laboratory Simulation for PC and Android
Built a flexible, modular platform that replicates real-world laboratory setups virtually, enabling learners to explore science experiments using interactive apparatus on PC and Android. Designed to promote safety, accessibility, and engagement through hands-on learning simulations that closely mimic actual lab conditions.

Responsibilities

  • Interactive Experiment Simulation: Developed core experiments involving physics interactions, variable control, and apparatus behavior using real-time simulations.
  • UI Redesign with NGUI: Migrated the UI from Unity's built-in system to NGUI for performance gains and improved responsiveness across device types.
  • Cross-Platform Deployment: Optimized input systems, resolution scaling, and frame performance for seamless experience on PC and Android.
  • Modular Architecture: Designed experiments as self-contained modules to enable scalable integration and curriculum-specific customization.
  • Academic Collaboration: Worked alongside subject matter experts to ensure each virtual lab met educational standards and pedagogical accuracy.
Kurangu Bommai Promotional Game

Kurangu Bommai – Game

ThinkHi | Unity 3D – Android

Promotional Maze Puzzle Game for Android
Created as the official mobile game for the Tamil film *Kurangu Bommai*, this maze-based puzzle experience features five uniquely colored characters, each tied to a corresponding gate mechanism. The game was built under a tight deadline to amplify buzz during the movie’s theatrical promotion.

Responsibilities

  • Solo Development: Independently handled concept, mechanics, design, and deployment—delivering the entire project within 5 days to meet film promotion timelines.
  • Game Logic & Mechanics: Implemented a color-matching puzzle system, where characters can only pass through gates of their own color—encouraging strategy and multi-step planning.
  • Level & Maze Design: Built multiple handcrafted maze layouts with progressive difficulty and character coordination challenges to keep users engaged.
  • Touch Controls & Optimization: Designed mobile-friendly input and ensured smooth performance across a wide range of Android devices.
  • Thematic Integration: Synchronized game visuals and audio with the branding and narrative tone of *Kurangu Bommai* to deliver a consistent cross-media experience.
MSD Allergy Race Kinect Game

MSD Allergy Race

ThinkHi | Unity 3D – PC (Kinect)

Kinect-Controlled Racing Game Powered by Real-Time Sales Data
Developed for a corporate event by MSD (Merck & Co., Inc.) in Dubai, this interactive racing game used Kinect-based gesture controls to offer an immersive body-driven gameplay experience. The player's car behavior was dynamically influenced by individual and team sales performance data, creating a personalized, gamified reflection of real-world metrics.

Responsibilities

  • Kinect Motion Integration: Implemented body gesture controls for steering and speed using Microsoft Kinect SDK, allowing intuitive and responsive gameplay through full-body movement.
  • Sales Data-Driven Gameplay: Integrated employee KPIs into game mechanics—modifying car speed, fuel pickups, and obstacle density based on team or individual sales metrics.
  • Dynamic Track Generation: Designed logic to spawn track elements conditionally, ensuring unique race conditions for each player based on performance data.
  • Data Pipeline & Leaderboards: Developed secure systems to ingest and translate performance data into in-game stats, live leaderboards, and pre-race UI highlights.
  • Event Deployment Optimization: Tuned the build for a seamless plug-and-play experience with minimal calibration, ensuring smooth operation across multiple participant shifts during the event.
  • Brand Integration: Incorporated MSD’s brand visuals and campaign identity across UI, HUD, and track environments to ensure consistency with event marketing goals.
Lykagluv Virtual Try-On App

Lykagluv – Virtual Try-On App

ThinkHi | Unity 3D – Android / iOS

Personalized Virtual Fitting Experience with Live Garment Visualization
Lykagluv redefines the retail shopping journey by allowing users to virtually try on clothing and accessories using customizable 3D avatars. With facial capture and measurement-based avatar generation, the app delivers a realistic, immersive try-before-you-buy experience—enhancing convenience in both online and in-store environments.

Responsibilities

  • Project Leadership & Team Coordination: Managed a compact team of one Unity developer and two 3D artists, overseeing timelines, task tracking, and delivery schedules.
  • Build Release Management: Planned and monitored build milestones, ensuring quality and timely delivery to publishing partners and stakeholders.
  • Avatar Customization & Measurement Mapping: Guided the implementation of scalable avatars generated from user-entered body measurements, ensuring accurate garment fitting and simulation.
  • Facial Capture Integration: Led integration of face photo mapping onto avatars to personalize the virtual try-on and increase relatability for users.
  • E-Commerce & Try-On Flow Integration: Coordinated with the e-commerce team to link try-on experiences to real-time product inventory and enable seamless in-app purchases.

Driving Simulation: NISSAN Driving Institute, Kidzania, Kuwait

ThinkHi | Unity 3D – PC

Immersive Virtual Environment for Safe Driver Training and Evaluation
Built as a comprehensive virtual driving simulator, this project enabled users—especially young learners—to practice essential driving skills in a safe and controlled 3D environment. It supported training in car control, traffic rules, and situational awareness, helping build confidence before real-world application.

Responsibilities

  • Gameplay Systems Development: Contributed to vehicle mechanics including acceleration, braking, steering, and realistic physics-based movement.
  • Traffic Logic & Scenario Integration: Assisted in designing and integrating driving environments such as highways, intersections, and city streets with AI-driven dynamic traffic behavior.
  • UI/UX Elements for Guidance: Built instructional UI overlays and HUD components to provide real-time prompts, navigation aids, and rule-based error alerts.
  • Feedback & Evaluation Logic: Supported development of trainee evaluation systems tracking performance metrics like speed compliance, signal usage, and reaction times.
  • Testing & Optimization: Participated in playtesting and optimization to ensure consistent simulation quality across varied PC hardware setups.
Blister Packing VR Simulation

Blister Packing VR

ThinkHi | Unity 3D – PC VR – Oculus Rift

Realistic Machine Simulation for Immersive Skill Training
Developed a detailed VR simulation of a blister packing machine, enabling users to interact with and learn machine workflows such as material feeding, sealing, and cutting. The experience helps operators practice without safety risks or machine downtime.

Responsibilities

  • Team Leadership: Oversaw a compact development team, managed delivery schedules, and ensured code quality and testing cycles were on track.
  • Machine Functionality Simulation: Designed full interaction logic for machine parts, simulating all stages of the packing process—feeding, sealing, cutting, and output.
  • VR Hand Controller Integration: Implemented intuitive VR interactions for operating levers, buttons, and adjustments via Oculus Touch controllers.
  • Reactive System Behavior: Created system logic that responds realistically to user actions—triggering faults like material jams and configuration errors to reflect real-world conditions.
  • Visual Fidelity & UX: Balanced high-performance 3D visuals with clear user feedback and safety instructions, ensuring immersive yet practical training.

Personal / Academic Projects

Procedural Room Creation

Unity 3D – PC

Dynamic Mesh Generation Tool for Customizable 3D Room Layouts
A technical prototype built using Unity’s Mesh API to create fully dynamic room layouts at runtime based on user input. Designed to explore procedural geometry workflows and custom interaction systems within Unity.

Core Highlights & Technical Features

  • Procedural Geometry Creation: Generated runtime mesh data for walls, ceilings, and floors using raw vertex and triangle manipulation—no pre-made models used.
  • Mouse-Driven Input System: Allowed users to define room shapes using intuitive 2D mouse input, automatically translated into accurate 3D space.
  • Shape Editing Tools: Supported real-time resizing, corner dragging, and area redefinition post-creation for an iterative workflow.
  • Surface-Type Differentiation: Applied unique logic for vertical and horizontal surfaces to control textures, materials, and snapping rules.
  • Focus: Served as a sandbox to explore mesh generation, geometry manipulation, and Unity's rendering pipeline at a low level.

Home Designer

Unity 3D – Android

Interactive 3D Interior Design Tool with Save, Load & Share Functionality
A self-initiated prototype that allows users to design, customize, and visualize interior layouts in a 3D environment. The app offers intuitive object manipulation, persistent storage, and sharing features for hobbyists or early interior planning.

Core Highlights & Technical Features

  • Real-Time Layout Tools: Place, rotate, and scale objects within a 3D space for accurate visual feedback and arrangement flexibility.
  • Furniture & Object Catalog: Included a varied asset set: sofas, lights, tables, kitchen units, decor, and appliances.
  • Persistent Save/Load System: Enabled users to store and reload design states, supporting multiple variations and iterations.
  • Design Sharing: Supported exporting design data to enable review, collaboration, or showcasing.
  • Focus: UX exploration prototype focusing on user freedom, spatial customization, and intuitive interaction design using Unity.

Numismatics

DirectX 10 – PC

Procedural Terrain-Based Coin Collection Game Built with DirectX 10
Numismatics is a self-developed PC game built using DirectX 10, created as a technical showcase of procedural terrain generation and custom post-processing effects. The game challenges players to collect all scattered coins within a time limit across dynamically generated environments.

Core Highlights & Technical Features

  • Procedural Terrain Generation: Developed a terrain system that creates unique landscapes each session, using algorithmic noise and mesh generation.
  • Gameplay Mechanics: Designed core gameplay around time-based exploration and collection, encouraging spatial awareness and quick decision-making.
  • Post-Processing Effects: Implemented real-time blur effects for camera transitions and motion emphasis using DirectX shaders and render targets.
  • DirectX 10 API Use: Wrote low-level rendering logic for geometry, lighting, and effect pipelines directly in HLSL and C++ to build the engine from scratch.
  • Focus: Created as a learning and experimentation project to dive deep into graphics programming, procedural content, and real-time rendering.

Malfunky

UDK – PC / Xbox 360

3D Puzzle Platformer for Xbox 360 & PC Developed in a Multidisciplinary Team
Malfunky is a third-person 3D platformer created by a team of 11, including programmers, artists, designers, and audio specialists. Developed for Xbox 360 and PC, the game follows the journey of a fragmented, sentient robot navigating a hazardous factory. Players must reunite its three separated components, each with unique abilities, to solve puzzles and escape the facility.

Team-Based Development & Gameplay Engineering

  • Cross-Disciplinary Collaboration: Contributed as one of five programmers in a diverse development team, collaborating closely with designers and artists to align gameplay mechanics and visual storytelling.
  • Platformer Core Mechanics: Helped implement movement logic, camera systems, and platforming interactions tailored for controller-based play on Xbox 360.
  • Puzzle Integration: Supported development of object-switching mechanics and character-specific puzzle-solving based on each robot part’s abilities.
  • Multi-Platform Deployment: Optimized builds and inputs for both Xbox 360 and PC platforms, ensuring smooth user experience across target devices.
  • Focus: Developed as part of a team-based academic capstone project, this game emphasized interdisciplinary production workflows and console-oriented development.

Beyond Guns

UDK – PC / Xbox 360

Comparative Study of Immersion in First-Person vs Third-Person Shooter Games
Beyond Guns was developed as part of a master’s thesis, focused on evaluating and comparing the immersive qualities of First-Person and Third-Person perspectives in shooter games. The research explored how camera perspective influences user experience through gameplay factors such as control fidelity, narrative engagement, and physical discomfort.

Research Goals, Implementation & Key Insights

  • Immersion-Focused Gameplay Design: Built two parallel gameplay prototypes—one in first-person, the other in third-person—while maintaining identical mechanics to isolate perspective as the only variable.
  • Comparative Analysis Metrics: Analyzed player responses across key dimensions: camera control, weapon feedback, environmental awareness, and character connection.
  • Motion Sickness Observation: Evaluated physical discomfort and disorientation tendencies in FPS mode vs TPS, based on structured user testing and observation.
  • Data Collection & Reporting: Conducted user testing sessions and recorded subjective and objective feedback to assess player preference and immersion factors.
  • Focus: This project served as the core of a master's level research thesis, combining gameplay prototyping with empirical UX testing methodologies.

Procedural Rope

Unity 3D – PC

Runtime-Adjustable, Physically Responsive Rope System in Unity
Created as a technical sandbox, this self-initiated prototype demonstrates the use of procedural mesh generation combined with real-time physics. The rope responds naturally to forces and allows for interactive control of its properties, making it an ideal study in dynamic simulation within Unity.

Core Highlights & Technical Features

  • Procedural Mesh Generation: Built custom rope meshes entirely at runtime using Unity’s Mesh class for flexible shape control and continuous updates.
  • Runtime Parameter Adjustment: Enabled live modification of rope length, thickness, and tension via in-game UI and in-editor controls.
  • Physics-Based Behavior: Simulated natural swinging, tension, sagging, and elasticity using Unity's physics system with joint constraints.
  • Interactive Debugging Tools: Included visual markers and logging to monitor rope behavior during various stress and transform states.
  • Focus: Built as a deep dive into runtime geometry generation and physical interaction modeling in Unity.

DX 3D Scene

DirectX 10 – PC

Real-Time 3D Scene Showcasing Reflections, Refractions & Shadow Techniques
Created as part of the Programming Games module during my master's program, this project focuses on implementing real-time lighting and surface interaction effects using DirectX 10. The scene demonstrates key rendering techniques aimed at enhancing realism through programmable shaders.

Core Highlights & Technical Features

  • Real-Time Reflection & Refraction: Created surface shaders to simulate dynamic light bending and reflective materials using multiple render passes.
  • Dynamic Shadow Mapping: Implemented depth-based shadows with accurate projection based on light direction and occluders.
  • Optimized Scene Composition: Built a balanced 3D layout to clearly demonstrate the interaction of light, shadow, and surface materials.
  • Shader Programming: Wrote custom HLSL shaders for material response and per-pixel lighting accuracy.
  • Focus: Designed as a technical demonstration of lighting theory, shader use, and real-time rendering concepts using DirectX 10.

PS2 Scene

PS2 Linux – PlayStation 2

Fog Simulation & Directional Lighting Effects Using PS2 Linux Kit
Built as a console-level graphics programming experiment, this project showcases the integration of real-time fog simulation and lighting effects on PlayStation 2 hardware using the PS2 Linux development environment. It explores the limitations and capabilities of low-level graphics control on legacy consoles.

Core Highlights & Technical Features

  • Volumetric Fog Simulation: Created a particle-based system to simulate atmospheric fog using minimal resources optimized for PS2 GPU constraints.
  • Directional Light Control: Enabled adjustable lighting attributes such as rotation, intensity, and direction with real-time scene influence.
  • Low-Level Graphics Pipeline: Programmed directly using the PS2 Linux SDK, focusing on graphics buffer management and performance tuning.
  • Hardware-Constrained Design: Tailored visual logic and effects to accommodate PlayStation 2 memory and rendering limits.
  • Focus: Served as a technical challenge in understanding fixed-function pipelines and hardware-oriented graphics programming.