Project 1

Fruits Samurai
Project Overview
This project is a fast-paced action game developed using Unity and C#, inspired by classic slicing mechanics. The player controls a blade to cut objects while avoiding hazards like bombs. The game focuses on reflex-based gameplay, smooth UI transitions, and interactive feedback systems.
My Contributions
I independently developed this Unity game using C#, implementing core gameplay mechanics like object slicing, scoring, and game-over logic. I handled scripting for systems such as the GameManager and object spawning, designed the UI with TextMeshPro, and added audio and visual effects. I also debugged issues related to collisions, UI, and runtime errors, ensuring smooth gameplay and performance.
3D fruit-slicing style game developed in Unity using C# Player uses a blade to cut fruits and earn points.
spawn Fruits are spawned continuously using a spawner system.
slice fruits Collision detection used to slice fruits when blade touches them.
Score system increases when fruits are successfully cut.
Miss system tracks fruits that are not sliced.
Bomb objects included that trigger game over on collision and Explosion effect and sound played when bomb is hit
UI includes score text, miss count, and game over screenFade-in / fade-out effect used during game over transition
Scene reload system to restart the game
AudioSource used for sound effects like slicing and explosion and Particle effects used for juice/slice visuals
Fruits Samurai

Project 2

Third Person Player Movement and Animation System (Unity C#)
Project Overview
This project is a third-person character controller developed in Unity using C#. It focuses on implementing smooth and responsive player movement along with realistic character animations. The system allows the player to control a character from a third-person perspective, enabling movement such as walking, running, jumping, and rotating based on user input.
My Contributions
I developed a complete third-person player movement system in Unity using C#, enabling smooth walking, running, and directional control based on user input. I implemented camera-relative movement to ensure natural and intuitive navigation aligned with the camera’s perspective. I designed and integrated the animation system using Unity’s Animator Controller, including idle, walk, and run states, and used Blend Trees to achieve seamless transitions between animations. I also programmed smooth character rotation using Quaternion interpolation for realistic turning behavior.
Developed a complete third-person player movement system using C# in Unity, including walking, running, and smooth directional control.
Implemented camera-relative movement, allowing the player to move naturally based on camera orientation.
Designed and integrated the animation system using Unity’s Animator Controller, including Idle, Walk, and Run states.
Created Blend Trees to ensure smooth transitions between different movement animations.
Programmed smooth character rotation using Quaternion-based interpolation for realistic turning.
Integrated CharacterController for handling movement, gravity, and collision detection.
Managed input handling system for responsive controls using keyboard inputs (WASD / Arrow Keys).
Implemented a third-person follow camera system with smooth tracking and rotation.
Optimized scripts for performance and maintainability with clean and modular code structure.
Debugged and resolved issues related to animation syncing and movement responsiveness.
Third Person Player Movement and Animation System (Unity C#)