Sujan Naik

My Background

I am a Unity Specialist Game Developer, Designer and Software Engineer

Currently I am an MSc Computer Games Programming Student at Goldsmiths University

King's College London Computer Science BSc Graduate

QuestFarer Game Engine World Generation Demo

Chaos Theory in Procedural World Generation and Evolution

A Custom C++ and OpenGL Engine

This project explores the use of Strange Attractors from Chaos Theory, models of patterns of behavior toward which systems periodically settle, within a mathematically chaotic system. The core idea was using these models to perform simulations of the game space.

The Terrain is an implementation of the Diamond Square Algorithm

  • The Lorenz Attractor models atmospheric pressure and controls cloud movement.
  • The Rikitake Attractor models the Earth's magnetic field and is used to deform terrain.

Developed during my MSc Computer Games Programming at Goldsmiths University for Coursework 2 of my Mathematics for Games and V&AR Module at Goldsmiths

Click the Switch to play!

Pandora's Dungeon

My Role was as Project CEO and the programming and implementation of the game.

Made in Collaboration with:

Developed in GBStudio during my MSc Computer Games Programming at Goldsmiths University of London for the Approaches to Play 1 module

Blood Lavender

Made in Collaboration with Linzhi Wei

Developed in Unity during my MSc Computer Games Programming at Goldsmiths University of London for the Games Programming 1 module

Click the Switch to play! (Unsuitable for Mobile)

Click the Switch to play! (Unsuitable for Mobile)

C++ Lindenmayer System Generator for Game Tooling Pipelines

  • L-System Generation with 3D visualisation built using ImGUI and OpenGL with GLFW 3 and GLM.
  • Features parameters which are hotkey-able realtime and a .OBJ model export to provide a starting point for vegetation for 3D modellers.
  • Model export functionality does not work on Web as the application is not designed to function in a website.
  • Produced for Coursework 1 of my Mathematics for Games and V&AR module during my MSc Computer Games Programming at Goldsmiths University of London.
  • A model of an L-System based on the work of Aristid Lindenmayer as described in The Algorithmic Beauty Of Plants.
  • Developed using C++ and ImGUI.
  • Provides a display and an accessible GUI interface for configuration of L-System properties, namely the initiator, generator, angle and iterations - traversable through hotkeys.
  • 3D Visualiser interface with WASD control, space and shift for elevation and left click mouse drag for head rotation.
  • Data-Driven JSON Implementation, allowing for new L-Systems and with premade presets.
  • OBJ Model Export of generated L-Systems.

See more work on my Itch

Itch Link