A1
Gameplay systems
Core loops, controllers and game feel, built data-first with ScriptableObjects so designers can tune without me.
Unity developer · games, tools, backends
I'm Ravi. I build Unity games for mobile, WebGL, XR and multiplayer, and the tools, pipelines and backends that get them shipped.
01 / Work
I'd rather hand you a build than a bullet point. Each project here runs in the browser or installs on a device, with the source and a write-up next to it.
On the bench
What I'm building next. Each one is small on purpose and proves one thing well. They move up to the grid when there's a build to play.
02 / Skills
A1
Core loops, controllers and game feel, built data-first with ScriptableObjects so designers can tune without me.
A2
Synchronised gameplay on Photon, with KCC for networked character movement that still feels responsive under lag.
A3
Hand and controller interaction on PICO and OpenXR, from fitness games to kiosk-mode enterprise deployments.
B1
Smaller builds, faster loads and steady frame times, measured with the Profiler rather than guessed at.
B2
Runtime rigs, IK, blend shapes and procedural layers, plus in-engine cinematics cut with Cinemachine and Timeline.
B3
Behavior trees for NPCs that read the situation, pick a target and adapt, instead of walking a script.
C1
Custom windows, validators and automation that take the repetitive work off designers and other developers.
C2
The server side of a game: REST APIs, accounts, leaderboards and saves, and a client that talks to them cleanly.
C3
Automated builds for web, Android and desktop, so shipping a version is a tag and not an afternoon.
03 / Experience
Jun 2025 – Now
Game Developer · Gurugram
Sep 2024 – Jun 2025
Game Developer · Gurugram
Dec 2023 – Mar 2024
Game Developer · Bangalore
Jul 2023 – Dec 2023
Game Developer · Bangalore
Apr 2022 – Jun 2023
Associate Game Developer · Jaipur
Jul 2020 – Dec 2020
Game Developer Intern · Jaipur
04 / About
I'm a Unity developer based in Gurugram. I started with 2D platformers in 2020 and have since worked on mobile games, a hub app that hosts over a hundred of them, XR fitness and training apps, and multiplayer on Photon.
Most of what I do sits where the game meets everything around it: editor tools that remove busywork, WebGL builds that load quickly, pipelines that ship without hand-holding. Lately I've been pushing further into the server side, the APIs, auth and services a live game depends on.