Technical artist and game programmer with a B.S. in Game Design & Development from Purdue University. Interested in researching real-time shaders, AI-driven NPC behavior, and simulation-based learning games.
Multiplayer-optimized VHS distortion shader with a reusable scrambler function — built for Parallax Protocol under networked performance constraints.
Geometry-noise shader simulating psychic sight — iterated across multiple designer passes to balance atmosphere and legibility without any scene assets.
Dot product–based angle calculation ensuring character visibility in a fixed isometric environment. Solves the classic wall-occlusion problem without extra geometry.

Designed as a cel shader, later iterated into a physically-based approach. Documents the design decisions and trade-offs behind the aesthetic shift.

Prototyped, then scrapped due to debug complexity. Documents design intent, failure mode, and the fix I later identified — a case study in how AI problems compound.

One-click rigging pipeline tool in Python for Autodesk Maya — custom UI with node-based architecture enabling fast rig generation with minimal manual steps.
About
I'm Anushka or Nush — a technical artist and game programmer who graduated from Purdue University with a B.S. in Game Design & Development and Animation, plus a Certificate in Data Science.
I'm interested in the intersection of real-time shaders, AI behavior systems, and simulation-based learning — and how these tools can be used to build games that are not just fun, but genuinely educational or emotionally expressive.
Currently developing a personal project, learning German, and preparing applications for graduate research programs in Germany.
Skills