Game programmer, technical artist, and animator with a B.S. in Game Design & Development from Purdue University. Interested in researching AI-driven NPC behavior, shader development, and simulation-based learning games. Currently developing a personal project and working as a Data Analyst.
Narrative open-world game teaching drone operation and agriculture to high school students. Led production pipeline and technical art; managed multitasking and prioritization systems through drone hardware and farming simulations.
Multiplayer-optimized VHS distortion shader with a reusable scrambler function. Built for Parallax Protocol with performance constraints for networked play.
Noise-based chromatic aberration shader creating an atmospheric smoky screen effect. Designed for horror/atmospheric game environments.
Dot product–based angle calculation ensuring character visibility at all times in a fixed isometric environment. Solves the classic wall-occlusion problem for top-down perspectives.
Designed as a cel shader for Sunflower, later iterated into a physically-based rendering approach. Documents design decisions behind the aesthetic shift.
NPC behavior design for a deer AI — prototyped, then scrapped due to debug complexity. Documents the design intent, failure mode, and lessons learned in UE5's AI framework.
Branching dialogue system built on a tree-level architecture. Supports dynamic NPC conversations with multi-path narrative outcomes for Sunflower.
One-click rigging pipeline tool built in Python for Autodesk Maya. Custom UI with node-based architecture enabling fast character rig generation with minimal manual steps.
Multi-rig targeting system smoothing animation pipeline timing for educational game content. Reduced iteration time for learning-focused game assets in Agronova.
Volunteer game jam project with team Mighty Hibiscus. Programmed dialogue system, deer AI behavior, and cel shader post-process feature over an 8-week sprint.
3D platformer featuring Teddy, with custom character mechanics and interactive game systems built in Unity.
Collection of AI-driven game mechanics exploring NPC intelligence, pathfinding, and behavior system design.
Dynamic water spray material using UE5 decal system. Key insight: decal scale must be tuned for in-world visibility — documents a common but underdocumented UE5 pitfall.
About
I'm Anushka or Nush — a game programmer and technical artist who graduated from Purdue University with a B.S. in Game Design & Development and Animation, plus a Certificate in Data Science. I have previous experience as a game programmer intern, produced multiple projects and always looking for skills to add to my repertoire.
I'm interested in the intersection of AI behavior systems, real-time shaders, 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 game design and development in Germany.
Skills