SHARIARÂ PAPON
Programmer, Unity Developer, Asset Publisher
About Me
Shariar Papon
I am a student living in USA and a self-taught programmer who mostly works on independent projects. I love playing around in Unity Engine coding experimental simulations such a hydraulic erosion simulator that I created recently. I love writing algorithmic and systemic code. Sometimes I try to create new algorithms for tasks such Generating prime numbers and test my algorithms efficiency compared to others. Blender is another program that I love using because of how simple it is to use and provides exceptional tools for 3D modeling. I have worked on composing atmospheric music but turns out just playing piano wasn't sufficient enough to be a composer. I tried doing pixel art for a while but realized it wasn't my calling. I have created few indie games which I didn't publish just because it was more of a hobby than a professional task. Making my hobby into professional task would be awesome.
MY GAMES
Game development is the career I want to be a part of. All of my games i created so far has been in Unity even thought i have made a few simple games as a complete beginner in Java. Unity is in my opinion one of the best game engines out there that has 2D and 3D build support both at professional levels. I have always been interested in algorithmic coding, hence always being drawn to procedural generation. The last game IÂ created was meant to be a survival game as you can see some snapshots below, I ultimately didn't finish the project completely due to my lack of 3D modeling expertise but always remembering that with each failure IÂ learn something new and usually develop some tools that IÂ can use in future projects.
PROCEDURAL GENERATION
The world looked pretty flat because i mostly used procedural generation to procedurally place world objects such as trees, boulders, brushes, etc. I used multiple layered Perlin noise map to keep different levels of detail and placement of environmental objects through out the world. Due to issues with colliders I decided to make the world flat with uniform terrain height. It was not a true infinite world as it had a 5000 chunk limit. I couldn't make it fully infinite world because of my bad data management which just caused massive problems with my multi-threaded data management. I just wanted to play with low poly 3D models and lighting for the most part here.
PROJECT EXPERIENCES
As you can see it was a low poly game with some simple post processing giving it a tropical mood. I just used unities post processing stacks because I never learned shader coding. I managed make most of the models in Blender but some were free assets from unity asset store. In this game i developed an inventory and crafting system that was i was able to implement into my other games later which was super helpful as its very annoying to write item-container code and inventory databases every time I need a simple inventory system. The main thing I learned from this project is making code as generic as possible so I can flexibly use it in many other projects.
MY MUSIC
MY PIXEL ART
CONTACTS
Feel free to send a message through here or email me directly, if you have any concern with my Unity assets. Any feedback is appreciated!
Pittsburgh, PA, USA