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Sathish Kumar K

Game Developer with more than five years of experience in Unreal and Unity development, specializing in Games, AR, VR, and MR. I'm always eager to tackle new opportunities, whether it's building a game from the ground up or enhancing existing projects.

Open GL Shader Editor

This C++ OpenGL Shader Engine, integrated with Dear ImGui, It enables users to create and iterate on shaders in real-time. Its standout feature is the GLSL Code editor with syntax highlighting.

  • OpenGL Implementation:

  • Texture loading

  • Textures are loaded with stb_image.

  • Runtime shader re-compilation.

  • 3D grid rendering.

  • Assimp:

  • Models loaded with Assimp.

  • Cube, Sphere. Cylinder, Torus, Quad, and Suzanne (blender monkey) are loaded with Assimp to preview shaders.

  • Editor:

  • Rendered the entire UI within OpenGL using Dear ImGui.

  • Read-only mode which disables the shader editing.

  • Wireframe mode for mesh debugging.

  • GLSL Code editor with syntax highlighting.

  • Realtime 3D preview of the shaders.

  • Supports up to 4 texture channels which can be sampled in shaders.

  • Provided uniforms like elapsedTime for shader animations.

Death Stranding Terrain Scanner VFX Study

This is showcase of Odradek Terrain Scanner FX from Death Stranding game which I made in UE5.I crafted an Odradek Terrain Scanner Shader FX within Unreal Engine 5, drawing profound inspiration from the iconic Death Stranding game.

  • This shader is composed using post processing techniques.

  • The main component of the shader is image edge detection which implemented using Sobel operation techniques.

  • Scene depth texture from Gbuffer is used to calculate depth and edge.

  • The effect is triggered by a player input.

Bullets Blazing Showtime

This game is 3rd person shooter made with Unreal Engine 5 with last man standing mode where player has to survive among other shooters.

  • 3rd Person Shooter Controller:

  • Used new enhanced input system for player interaction.

  • Free movement by default and strafe movement while aiming.

  • Rifle shooting and projectile movement.

  • Anim graph implementation and state handling.

  • Audio implementation for foot steps and shooting.

  • AI:

  • Team based target selection

  • Every characters are assigned to their own team to enable last man standing game mode.​

  • Path finding movement towards target.​

  • Distance based shooting behavior

  • Level Setup:

  • Random spawn points for characters.

  • Navigation mesh baked for level geometry.​

  • Object oriented approach:

  • The characters are inherited from a base shooter character which means the behaviors are built common among them.

  • The AI character are controlling the base shooter character based on the team and target.

  • The Player character is controlled with player input.

  • The Health and Damage system is implemented in the base which is common for all characters.

Lab IOT Simulation
MQTT in UE5

Lab IOT simulation is a prototype made with Unreal Engine 5 to visualize real-time data with MQTT.

  • MQTT Library:

  • Implemented paho mqtt C and C++ library in Unreal C++ project.

  • Exposed mqtt library functions to blueprint for easy access.

  • Blueprint event binding to subscribe and receive messages from mqtt.

  • The library is flexible and can be ported to other projects.

  • Lab Environment:

  • The lab is constructed with medical equipment's and devices.

  • The lab demonstrates a real life situation of visualizing data with IoT.

  • Data driven approach:

  • The visualizing UI panels are built with data driven approach.

  • Each panels consists of configuration like topic to listen for data, json key for extracting information from received message and able to format the way the information is displayed.

  • MQTT Simulator:​​

  • Third-party simulator is used to publish sample data through mqtt.

  • Data is designed in key-value pair (json) approach.

  • Sample medical equipment's relevant data are simulated with random values.

World Reveal Shader

This is a plugin developed for Unity to create high quality PBR world revealing effects. 
This plugin is also published in Unity Asset Store

https://assetstore.unity.com/packages/vfx/shaders/world-reveal-shaders-195921

  • The plugin comes with PBR support.

  • It offers unique variants such as simple, basic noise, box based noise and Perlin based noise along with lots of customization.

  • You can control reveal mode to either reveal inside, outside or both.

  • The reveal radius and edge thickness can be controlled and also animated.

  • Individual PBR textures and properties for inside and outside area.

  • The reveal point is controlled by a component and which also provides API's to access in C# scripts.

  • Each shader is equipped with custom material editor.

  • Supports Mobile Devices

A first person interactive puzzle solving game made with Unity, where you to try to repair a broken mirror.

This game has won the first place in Global Game Jam 2020 which was conducted in Chennai.

  • First person controller:

  • Character movement and camera controls.

  • Head bobbing animation with curve controls.

  • Object interaction with picking and placing them.

  • Crackers mechanic: 

  • Two types of crackers, one to reveal hidden objects and another to hide objects in the environment.

  • Revealed objects can only be interacted while the flash from green crackers explosion lasts.

  • Hidden objects will stay hidden till the  flash from red crackers explosion lasts.

  • Puzzle mechanic:

  • The main goal of the game is to collect the broken mirror pieces and repair the mirror.

  • Upon fixing the repair a photo of player is taken from available camera and shown as reward to indicate he was fixing his broken self.

  • Dialog System​

  • Dialog system is implemented using fungus plugin.

  • Player instructions and gameplay narrative are conveyed through this dialog system.

This is an action adventure game made with Unity in which you must fight with enemies using all of your abilities in order to prevent the boss from rewinding the entire planet to the past in order to dominate the world.

  • Third person controller:

  • Character movement and camera controls.

  • Root motion based combat system with katana.

  • Teleportation mechanic:

  • Player can aim and lock onto a target and switch places with it instantly.

  • This mechanic is also used in specific puzzle levels.

  • It can be also used against enemies in both offensive way for attacking swiftly or can also be used defensive to evade them.

  • ​AI:

  • Enemy AI will have their own patrol paths during which if player is detected attack state is triggered. 

  • The final boss has two phases in which he has different attack behaviors.

  • VFX: 

  • Visual effects for teleportation, player healing, enemy death, final boss and environment ambience are created within Unity.

This is a first person puzzle solving game made with Unity where you play as a partial blind man, who volunteers as a tester for a prototype which would help him and many others like him to see the world.

This game won 3rd Place in BYOG'20.

First person controller:

  • Basic first person character movement is implemented.

  • Audio integration for footsteps during movement and interaction sounds.

  • Object interaction system.

  • Player has to navigate around the room and find clues which will lead him to keys which unlocks the doors to completion.

Memorize mechanic - 1 

  • This mechanic is present in level 1 in which it allows players to record an objects place and shape which would be visible even outside the his vision range as long as the song which was playing during the memorization

  • Player is provided with 3 cassettes in which each has 3 music and each music has capacity to store objects place and its shape

Memorize mechanic - 2

  • This mechanic is present in the level 2 where players are equipped with sonar like objecting machine which spatial maps the environment around them.

  • Player can trigger this mechanic however they see fit in order to complete the puzzle.

VFX:

  • This game is the cornerstone for the world reveal shader

  • Both the Memorize mechanic - 1 and 2 shaders are written with Unity using shaderlab.

VR Wheel Assembly

This is an VR simulation on assembling a car wheel.
which can be used to teach about the basic steps
involved in wheel assembly.

This simulation is done with Unity Engine and integrated with Oculus.

VR:

  • The project uses oculus integration SDK to enable VR capabilities.

  • Grabbing system to pick and interact with objects

Wheel assembly:

  • The grabbing system along with physics trigger interactions makes the wheel assembly possible.

  • Player can pick the wheel and place in its respective place.

  • Then they can pick bolt driver and attach bolts to it and fix the wheel firmly to the chassis.

  • The simulation is ended when four wheels are assembled

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