Hackathons, game jams, personal tools and research I chose to take on. Some are finished, some are half-built, one is still a sketch. Each card says honestly how far it has got.
A satirical indie game: a teenage orangutan with a temper, in a PS1-era world built around grinding and momentum.
Development journal →
A stylized 3D me with a look-at eye rig. Move one target and both eyes follow; exports to Unity.
See how it was made ↓
Detecting child separation in crowds before it becomes a missing-child case. I led the team and the research.
Case study →
A 15-second card game that makes social masks slip. Playtested with about 50 people.
Case study →How blind and low-vision people use ChatGPT and Claude with screen readers. Desk research and a fatigue-aware session plan are done; sessions with the Blind People’s Association, Ahmedabad are being arranged.
A custom macropad on an ESP32: workflow shortcuts over Bluetooth, and a hub for the Bluetooth devices around my desk.
A personal AI that runs on my own hardware: llama.cpp for the brain, Piper for the voice, ChromaDB for memory. Each part works on its own; wiring them into one loop is next.
A carry-system study inspired by Watch Dogs 2.
The original portfolio: a camera moving through the raw process until it finds signal.
Enter the archive ↗
A bust built from three photos of me (front, left and right profile) and checked against them over six render-and-compare passes: hair height, depth and width measured against the photos. The eyes sit on bones aimed at a single look target, so one control moves both, and the head carries the gaze when it turns. It exports as an FBX for Unity.
Built through a scripted, AI-assisted Blender pipeline that I art-directed. The base head topology comes from the open MakeHuman base mesh (CC0).