Sumit designs and programs the core gameplay systems that give a game its structure. As founder and consultant, Sumit focuses on how mechanics work together and how those systems maintain the balance of play.
Expertise
Core gameplay architecture
Designing the foundations for core gameplay functions.
Gameplay programming
Building the functions and systems players interact with.
Game balance & consulting
Considering how individual mechanics work together across a game.
Developing the core gameplay for an online survival-horror world where players explore as humans or dinosaurs, grow their abilities, and face the dangers of Zone C.
An Unreal Engine development demo showing enemy behavior in a test arena, with debugging overlays visible.
GAMEPLAY EXPERIMENT / SUMIT PAUL
Hold on. Against the pull.
Black-hole physics · Grabbing & stamina
A black hole pulls surrounding objects inward. Sumit developed a grabbing mechanic that lets the player hold on against the pull, with repeated key presses needed to maintain their grip and stamina.
The experiment brings physics, player input, and resource management together in a struggle to keep hold.
02
Characters & creatures
Lead Character & Creature Artist
Ishaan Sharma
From sculpt to game-ready character.
Ishaan develops characters and creatures with AAA-quality detail and a focus on game-ready assets. A versatile approach spans sculpting, texturing, and rigging, carrying a character through the stages of production.
Expertise
Character & creature sculpting
Shaping the forms and details that define each asset.
Texturing
Developing the surfaces and material detail of characters and creatures.
Rigging
Preparing assets for movement and animation in a game.
A suited rider and a carefully detailed motorcycle, brought together in a city scene. Tailored fabric, leather straps, metalwork, and rubber give each surface its own character.
The rider and motorcycle shown in a wireframe pass. Play the breakdown to see the textured model, greyscale surfaces, and wireframe turntable.
Watch the biker breakdown Play video +
Motorcycle turntable
A closer look at the tank, engine, leather seat, and mechanical details.
Beneath the fur
A rotating study of the wolf’s fur, musculature, and skeleton.
Character & silhouette
A full character turntable, moving from textured surfaces into a model breakdown.
Portrait study
A close-up rotation showing facial features, hair, and surface detail.
03
Movement & gun mechanics
Gameplay & Animation Specialist
Knever
Making every action feel connected.
Knever works on character movement, animation, and the gameplay functions that connect them. A specialist focus on gun mechanics brings those skills into the handling and behavior of weapons in a game.
Expertise
Character movement
Building movement skills and their gameplay functions.
Character animation
Connecting character animations with gameplay behavior.
Gun mechanics
Developing the functions that underpin weapon handling.
A character performance in a forest setting, moving from a standing pose into an inverted balance on a fallen tree trunk.
Character animation · Knever
GAMEPLAY STUDIES / KNEVER
From movement to interaction.
Creature movement across the wild
A sequence of dinosaur locomotion tests across a grassy landscape, switching between creatures before taking to the air with a flying reptile.
Quadruped locomotion
A big-cat movement test covering walking, running, changes of direction, and bounding across an open field with a following camera.
T. rex movement & encounters
A T. rex moves and turns across a test arena, with on-screen status bars and a close encounter with another dinosaur.
Character action study
A third-person mannequin test exploring movement, changes in body position, and transitions between upright and low poses in a simple test environment.
Sword combat & hit tracing
Sword swings are visualized with debug traces along the weapon path. Attacks against a target mannequin show health feedback during close-range combat.
Character transformation prototype
A character-switching prototype cycles through several distinct forms in a blockout arena, showing their different silhouettes and movement.
Otaku Valley · traversal & combat
A sword-wielding character navigates a blockout course, jumps around raised platforms, and encounters an opponent in a third-person gameplay test.
AI perception & jumping
An Unreal Engine prototype demonstrates AI perception and jumping around obstacles, with navigation and diagnostic overlays visible during the test.
04
Clothing & retopology
Character Clothing & Retopology Artist
Deepakshi Mishra
Detail, with efficiency in mind.
Deepakshi specializes in clothing for characters and the retopology of meshes. The work balances visual quality with efficient production, with a fast, focused approach to refining assets for use in a game.
Expertise
Character clothing
Creating clothing that contributes to a character’s visual identity.
Mesh retopology
Refining mesh structure for efficient character assets.
Efficient asset production
Balancing quality, speed, and practical production needs.