GIRISH NOHWAR
Senior Game Developer
11 YEARS
11 YEARS
This is what I've done so far in it:
Action System : A system that atomises all character actions into Montages and makes heavy use of Notfies for sub-features such as attack-window, target snapping etc.Modular Animation Blueprints : The base locomotion is modularised using layers to hot swap based on equipped weapon and character type.
Motion Matching Integration : Main character's base locomotion incorporates motion matching, while weapon layers are using the same base with per bone blending.
Attribute System : A custom attribute system to support attribute modifiers in non-destructive way.
Combat System : Includes various components used in combat such as extendable damager types, contextual actions, custom damage calculators, projectiles etc
Combat System : Includes various components used in combat such as extendable damager types, contextual actions, custom damage calculators, projectiles etc
GOAP AI System : The enemy Ai runs on a custom-made Goal Oriented Action Planner.
PCG Integration : All the vegetation is generated using Unreal's Procedural Content Generation Framework. Also, they're generated on a mesh instead of Unreal terrain for full control over terrain design.
Custom Shaders : Characters are using custom shaders for giving them the specific stylized look and for effects such as dissolve.
Unreal's Modular Rig For Animation : I made all the combat animations within Unreal using new Modular Rig with Level Sequencer.
In house Models : All the character models and made by me using Blender and Substance Painter.
In house Models : All the character models and made by me using Blender and Substance Painter.
ADVENTURE RIDER [UNITY]
https://play.google.com/store/apps/details?id=com.girishnohwar.adventurerider This was another of my solo projects, it was for mobiles born out of my love for motorcyles and adventures on them. Couple of things that were the highlight of the development:
Procedural Audio Generation : The sound for motorcycle engines in this game is majorly procedurally generated as simply looping recordings wasn't cutting it. There's still a bit of recorded sounds blended in but mostly it's Unity's curves hand crafted as sound waves and superimposed in engine's cylinder configuration.
Custom Light Baking : Since the terrain here is broken in parts and they're spawned at runtime, Unity's static light baking wasn't an option. So I went with baking it in separately in blender and blended it in using custom shaders so the textures could still tile underneath for more clarity.
PIXELSHIRE [UNITY]
I worked on it during my time at Pole To Win India, Initially my role was to rework the user input to add support for gamepads and do performance improvements at places where the game was struggling. Later I also implemented the character customisation system.
ECS FRAMEWORK [C#]
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At Pole to Win India, we were building the base framework for their planned MMO RPG game. In guidance of my manager Santosh Shedbalkar I was building an Entity Component System from scratch in C#. This was going to be the underlying framework for server and front end of the game. Followings were the highlight of the framework:ECS at Core : The core was Entity Component System built in C# by carefully laying out the data for optimal cache use. Also making use of source generation for boiler plate code.
2D Physics : Upon this ECS core, I built a 2D Physics system for simple shape collisions such as Spheres and N-gons using grid partitions for broad phase and SAT (Separating Axis Theorem) for the narrow phase.
Modular Skill System : Player skills were modularised in components and linked to form a complete skill. For eg. The initialisation, target collection, execution, cooldown etc were designed as components with their own systems.
Session Recording : Since everything was data oriented it allowed to record the key elements such as user inputs and random number generation to accurately playback the session, which was helpful for debugging.
TEAM POKERS [UNITY | .NET]
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I lead the front-end development of this poker project at Hornet Dynamics. This was reskinned and delivered to multiple clients in South Korean market. It was built in Unity for Mobile and PC platforms. Key highlights were:Embedding Unity Runtime : For PC clients the multi-window support was crucial, as a solution we went with embedding unity in Windows form application.
Local TCP Server : For cross window communication I built a small TCP server client architecture that was hosted on lobby window and game windows then connected to this host. The main connection to server was on lobby and it was delegated through this local server to the game windows.
MVC Pattern : Pretty much all the features of game were built using MVC and Decorator pattern combined. That way data was completely separated from UI and UI components were extremely reusable and it was really handy for swapping themes at runtime.
HOMEXPERIA [UNITY]
This was a contract project with Coherent Lab team. It's a mobile app for visualisation of real-life home decor products such as curtains, carpet etc. on 3D objects. Key challenge was to maintain the physical accuracy of the products in terms of size and colors.
- CAREER -
APR 2025 - PRESENT
Solo Unreal Engine Development
APR 2024 - MAR 2025
Senior Game Engineer | Xirobit Technologies
NOV 2022 - JAN 2024
Senior Software Engineer | Pole To Win India
Jan 2018 - NOV 2022
Senior Unity 3D Developer | Hornet Dynamics
JAN 2017 - DEC 2017
Unity 3D Developer | Mobzway Technologies
SEP 2014 - DEC 2016
Unity 3D Developer | Supermonkeyfun
2014
Graduated in Electronics and Communication Engineering
from Rajasthan Technical University
- CONNECT -
E-MAIL
girishnohwar@gmail.com
WHATSAPP
+91-9772904221