This project explored the application of various AI-driven methods to procedurally generate valid and playable Sokoban levels. The research focused on three approaches: Autoencoders, Neural Cellular Automata (NCA), and Reinforcement Learning (RL).
Skills and Technologies Used:
Designed and built a small-scale, portable 3D scanner prototype capable of generating high-quality 3D models. The device uses a rotating platform, a vertically adjustable camera rig, and a tilting mechanism to capture images from multiple angles, which are then processed using photogrammetry software to create 3D renderings suitable for 3D printing. The scanner was developed with minimal user interaction, allowing for a simple plug-and-play experience.
Skills and Technologies Used:
Developed a high-performance medieval siege simulation using Unity’s Entity Component System (ECS). The project involved creating a scalable and optimized simulation of catapults firing stone balls at a procedurally generated castle and walls, with realistic physics-based interactions and configurable settings. The system supports both single-threaded and multi-threaded modes, providing insights into performance under varying loads. The simulation was designed with a focus on efficient memory usage, parallel processing, and scalability, adhering to ECS best practices.
Skills and Technologies Used:
Entity Component System (ECS):
Unity Physics Engine:
Performance Optimization:
Procedural Generation:
User Interface Development:
This project involved the refactoring and modernization of an outdated MiniTwit web application(Twitter look-alike) into a scalable, maintainable, and automated system using advanced DevOps techniques. The project focused on implementing a new architecture, automating CI/CD pipelines, enhancing monitoring, and deploying the application on a Kubernetes-based infrastructure. The goal was to ensure high availability and resilience while handling a large volume of incoming requests. The application was successfully modernized to handle 14.5 million requests with a 94% success rate.
Skills and Technologies Used:
DevOps and Automation:
Cloud and Containerization:
Monitoring and Logging:
Code and Security:
Team Collaboration and Agile Practices:
The project focused on enhancing player engagement and satisfaction in the arcade-inspired bullet-hell game Spaccanavi by designing and implementing two score systems: destruction-based and survival-based. The goal was to evaluate which score design best satisfies the players‘ need for competence, a core concept in self-determination theory. The project involved designing score mechanics, conducting an A/B test with players, and analyzing both quantitative and qualitative data to determine the effectiveness of each system in improving player experience.
Skills and Technologies Used:
Game Design:
User Testing and A/B Testing:
Data Analysis:
UI/UX Design:
Filch is designed to work specifically with Grafana, which is a popular open-source analytics and interactive visualization tool used by many organizations for monitoring and analysing their data. Filch enhances Grafana’s capabilities by providing additional features and functionality for keeping the workspace clean and organized. Additionally it provides a backup functionality for users dashboard. Functionality is supported by web application.