Sujan Naik

I began studying programming formally with my Computer Science BSc at King's College London - however my initial interest began with Minecraft Modifications.

Producing addons to an Avatar The Last Airbender (elemental abilities) themed plugin named ProjectKorra, with my downloads in the thousands.

Within Minecraft itself I have produced works (which I plan to port in a C++ Game Engine I am currently working on) across the realms of:

- Procedural Generation making use of Gaussian Noise

- Ability Systems a spiritual successor to

- NPCs to make use of Ability Systems with the ability to independently navigate across vast terrain


My first game and introduction to Unity took place for my final year Knowledge Exchange Project with IBM.

The game was called RoboSim Roguelike Scholar

The brief was to make an Educational Video Game to teach learners about AI using content from their SkillsBuild learning platform.

I had made use of:
- Procedural Generation to create the levels using Unity's Terrain component
- An ability system with Particle Systems

- Locally hosted Large Language Models to ask questions to students based on content, evaluate whether they were correct to allow them to unlock a new ability and provide feedback

- Locally hosted Text to Speech to deliver educational content verbally whilst a player explores the map


My next game was during my Unity Junior Programmer Learning Pathway.

A short casual taxi driver game called Taxi Terror Prototype which I plan to revisit in the future.

The brief was to make a game featuring a counting mechanic, so I decided to try and see how smooth I could make vehicles in Unity.

The vehicle makes use of Unity's Wheel collider system and attempts to provide "realistic" physics as opposed to hoverboard style.


My most recent completed project was at my MSc Computer Games Programming degree, for an assessment for a Mathematics for Games and VR and AR Module. View more at Lindermayer System Generator and Visualiser for Game Engine Tooling Pipelines.

Although the brief did not specify exporting as a Model file or 3D visualisation features, I decided to push myself.

The Data-driven and modifiable L-System preset system allows for hotkey interactable parameters for real-time visualisation and in 3D space.


Developed using C++ and ImGUI with GLFW 3 and GLM (OpenGL Mathematics).



I am currently working on a top-down adventure game similar to Binding of Isaac developed in a group within GBStudio as well as a demake of White Lavender by Sokpop in a pair.

Long-term plans are to create a 3D Voxel Engine making use of the skills I have developed in aforementioned works.


I am also interested in an internship and to grow professionally as a Game Developer, so please contact me https://www.linkedin.com/in/sujan-naik-69878a312/.