

Game Overview:
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A two-player online Tic-Tac-Toe game built using Unity and Netcode for multiplayer functionality
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Uses Unity Gaming Services for lobby management and Relay for connection handling
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Players take turns marking a 3x3 grid, and the game determines the winner based on standard Tic-Tac-Toe rules
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A simple and functional UI to display player turns, scores, and lobby information
MULTIPLAYER TIC TAC TOE
UNITY NETCODE
Features Used:
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Networked Gameplay: Synchronizes player actions using NetworkVariables and RPCs
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Turn Management: Uses a single integer to track and sync turns efficiently
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Lobby System: Players can create or join lobbies, see lobby members, and only the host can start the game
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Real-time Score Sync: Scores are updated and displayed correctly for both players using NetworkVariables


Game Overview:
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2D Arcanoid Breakout like Block Breaker.
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Destroy the blocks to clear the level by moving the paddle.
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AutoPlay.
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Rewards
BLOCK BREAKER
Features Used:
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Positioning the ball at a fixed distance from the paddle to move it along with the paddle.
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Destroying Reward Blocks which will drop rewards such as extra lives.
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Autoplay feature to PlayTest and Debug.

Game Overview:
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2D Tilemap Platformer.
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Navigate the level to reach the Exit Sign.
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Avoid Hazards and collect coins.
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Shoot to destroy enemies.
DUNGEON ADVENTURE
Features Used:
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Sprite sheets for backgrounds, levels and characters.
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Rule tiles for creating levels.
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Physics materials to remove friction and create bouncy materials.
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Cinemachine to follow player movement.
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State driven cameras.
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Game Sessions.

Game Overview:
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2D Strategy Tower Defense Game.
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Place Defenders to stop the enemies.
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Work with limited resources.
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Survive waves of enemies till timer ends.
GLITCH GARDEN
Features Used:
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Sprite Sheets for Character Animations.
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Grid System to get position of mouse clicks.
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Buttons to select defenders.
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UI Level Timer.
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PlayerPrefs to store Player Settings.
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Difficulty Levels.
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Splash Screen for Loading.

Game Overview:
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Top Down Arcade Style Shooter.
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Survive endless waves of Enemies.
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Play to get the highest scores possible.
N.O.V.A
SPACE DEFENDER
Features Used:
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ViewPortToWorldPoint to set boundaries for the game.
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Waypoint ScriptableObjects to control path in which enemies move.
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RandomInsideUnitCircle to create camera shake.
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Parallax Scrolling to create a scrolling background.
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Singletons for Audio Player and Score Keepers.

Game Overview:
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An FPS zombie survival game.
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Various weapons with respective fire rates.
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ADS available on certain weapons.
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Ammo Pickup for each type of weapon.
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Flashlight mechanic for the added fear factor.
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Enemies follow the player to attack.
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Display UI on damage taken.
FORBIDDEN EXPLORER
Features Used:
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ViewPortToWorldPoint to set boundaries for the game.
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Waypoint ScriptableObjects to control path in which enemies move.
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RandomInsideUnitCircle to create camera shake.
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Parallax Scrolling to create a scrolling background.
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Singletons for Audio Player and Score Keepers.

Game Overview:
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Quiz based on popular T.V Show F.R.I.E.N.D.S.
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Take the quiz to find out if you’re a F.R.I.E.N.D.S superfan.
F.R.I.E.N.D.S QUIZ
Features Used:
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Scriptable Objects to hold Questions and Answers.
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Arrays to hold all the Scriptable Objects and display them at random.
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UI Timer to create a sense of urgency.

Game Overview:
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Space Rail shooter type of game.
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Avoid the Terrain and Shoot enemies to survive.
GALAXY PROTECTOR
Features Used:
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Unity Terrain to create the environment.
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Rotate player with Pitch, Yaw and Roll.
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Unity Timeline to create a Fixed Sequence of gameplay.
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Control Tracks to create enemy waves.
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Post Processing to enhance gameplay experience.

Game Overview:
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3D Strategy-based Tower Defense game.
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Place Towers to stop enemies from Reaching the Castle.
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Work with limited resources to place towers
KINGDOM CONQUEST
Features Used:
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Grid of gameobjects to represent tiles in the Game.
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ExecuteAlways to run certain scripts even in scene mode.
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Vector3.Lerp to make movement between positions smoother.
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ObjectPool to control spawning of enemies.
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Pure C# class for algorithm purposes.
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Dictionary of Coordinates and Node corresponding to it.
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Queue to create order in which enemy moves between positions.
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Script Execution Order to change order in which scripts are executed.
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Build Timer for Towers.

Game Overview:
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3D Physics-based Game.
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Navigate the rocket through the level to land on the finish platform.
BOOST ROCKET
Features Used:
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Add Relative Force to Boost The Rocket.
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Particle effects to display when boosting.
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Mathf.Sin to make objects oscillate between two points.