Dying Light: Why Its Parkour Still Holds Up
A look at what makes Dying Light's movement system click, and what I've been taking from it while thinking about my own gameplay systems.
Read postI build polished games, graphics experiments, procedural systems and interactive software — projects where technical depth and craft matter as much as whether they're fun to use. This year I'll be starting Information Technology at IIIT Allahabad, carrying that same habit of building into a formal Computer Science education.
ABOUT
I'm a self-taught developer who started with Python and never really stopped building. What began as small scripts turned into a habit of shipping finished, playable things — games built in Pygame, tools written in C++, and whatever else a project needed.
Game development is where most of that energy goes: gameplay systems, procedural generation, and the kind of graphics programming and OpenGL experiments that turn math into something you can watch move on screen. I care just as much about the layer underneath — clean UI systems and software engineering habits that let a small project grow without falling apart.
I'm starting Information Technology at IIIT Allahabad this year, and I'm bringing that same instinct with me: build it, break it, understand why, build it better.
ACHIEVEMENTS
FEATURED PROJECT
A quiet forest hides tiny creatures called Pixies. As you explore deeper into the woods, they remember forgotten forms — gathering beside you as Little Guys, then learning to become a sword, a shield, and finally a gun to help you survive whatever lurks ahead. Built solo in Python and Pygame, the project is focused on gameplay feel, animation polish and handcrafted environments.
FEATURED PROJECTS
A mix of games, tools and visual experiments — each one shipped and playable.
OPEN SOURCE & DEVELOPER TOOLS
Smaller tools and studies, shared on GitHub for anyone building something similar.
WHERE IT ALL STARTED
These projects represent the beginning of my journey as a game developer — rougher, earlier, and where all the later polish came from.
SKILLS
BLOG
Thoughts on games, design and whatever I'm learning while building things.
A look at what makes Dying Light's movement system click, and what I've been taking from it while thinking about my own gameplay systems.
Read postDuplicate dying-light-review.html in the /blogs folder, edit the content, and link a new card to it right here.
CONTACT
Open to internships, collaborations and exciting software engineering opportunities.