SHARIAR 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 I 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 I learn something new and usually develop some tools that I 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










