Howdy

I'm Avi Garg.

Gameplay & Graphics Engineer

Five years building gameplay and graphics systems in Unreal and Unity: physics-driven vehicles, networked co-op, combat mechanics, enemy AI and behaviour trees, animation blueprints, and real-time rendering in C++ and OpenGL. My work lives where computer graphics meets AI, from engine-side gameplay to computer-vision pipelines that turn human motion into input. I care about player feel as much as clean, performant code, and I'm happiest taking a feature from prototype to launch.

Got an interesting project? Send me a message at gargav@tcd.ie

Portrait of Avi Garg
Background

Gameplay systems, Graphics and vision.

I'm a gameplay and graphics engineer specialising in gameplay systems, computer graphics and computer vision. I'm currently based in India and hold a post-graduate degree in Computer Science, Graphics and Vision Technologies from Trinity College Dublin.

I've gained diverse experience using C/C++, C#, Unreal and Unity across games and immersive technologies with studios and freelance clients including Morphionix, Viga Studios, Modelworks Studios and A2.AI.

  • Focus
    Gameplay, rendering, computer vision
  • Education
    Postgraduate, Graphics & Vision, Trinity College Dublin
  • Based in
    India
  • Daily tools
    C++, C#, Unreal Engine 5, Unity, OpenGL
Featured projects

Things I've built

Hover a card, or tap play, to preview it. Watch full-size in the lightbox, with sound where there is any.

Unreal Engine 5C++Chaos PhysicsOnline Co-opSteam

Gameplay engineer at Morphionix. A chaotic physics-based co-op platformer for Steam (Windows, launching November 2026): one or two players share a single tank, one driving and one aiming and firing, through military obstacle courses.

What I built

I owned the tank itself: a C++ controller on Chaos Physics tuned for precision platforming, and the shared control scheme that splits driving from aiming and firing (with a solo mode covering both). I built the online co-op layer with replicated physics, turret and firing state, alongside local co-op, full controller support and Enhanced Input remapping. Enemy tanks and turrets run on Behavior Trees and AI Perception with targeting, firing patterns and line-of-sight checks. Hazards, checkpoints, respawns and destructible obstacles are data-driven through Data Assets so designers tune levels without engineering, and I profiled with Unreal Insights to hold 60 FPS on PC.

Video with sound
Unreal Engine 5Animation BlueprintInventoryGameplay

Combat Game Design

A third-person combat prototype in Unreal Engine 5, set in a post-apocalyptic city, built to get weapon handling and locomotion feeling right before any level work. Weapons attach through skeletal mesh sockets and each has its own idle, walk and run locomotion in the Animation Blueprint (State Machines, Blend Spaces, Linked Anim Layers, Layered Blend per Bone and Aim Offsets for the upper body). On top of that sits an inventory with keyboard shortcuts for fast weapon and item switching and a HUD for health, stamina and ammo. The result is a reusable combat base a full game could be built on.

Video
Unreal Engine 5Behaviour TreesC++

Combat Third Person AI

A combat AI for a third-person action game built in Unreal Engine 5. Enemies run on Behaviour Trees with patrol and state management, and use AIPerception to notice, track and engage the player.

YesChef! gameplay
Unity2.5DC#

YesChef!

A 2.5D kitchen arcade game in Unity, built as a clean, extendable systems exercise. The player runs orders under a three-minute clock between a fridge, chopping table, two-slot stove, customer window and trash. Ingredients are ScriptableObjects with a raw / processing / prepared state machine, stations share an IInteractable base with coroutine-driven prep timers and per-slot progress UI, and an OrderManager spawns up to four timed orders with a score that decays with delivery time. Decoupled GameManager, OrderManager and UIManager, no third-party plugins, and persistent high scores via PlayerPrefs.

Video
Unreal3DInteractive

Bankside Yards, Modelworks, IE

A real-time interactive 3D experience of the Bankside Yards development, built in Unreal Engine at Modelworks. I was core programmer and app architect across three of these interactive architectural projects: the application framework, scene and camera navigation, and the UI layer that lets a client explore the building and its surroundings in real time.

Video with sound
UnityARUI

The View AR, Modelworks, IE

An AR app built in Unity for a real estate client at Modelworks. Users rotate the building, split it floor by floor and read per-floor information through the in-app UI. I architected the app and wrote the floor dissection, model interaction and UI systems.

Video with sound
IBLPBROpenGLTutorial

Image Based Lighting

Created a YouTube tutorial covering the mathematics and the code behind Image Based Lighting, for both the diffuse and the specular parts.

Reflection and refraction render
OpenGLGLSLC++

Transmittance Effects

A real-time OpenGL demo of light passing through and bouncing off surfaces: reflection, refraction, the Fresnel effect (reflectivity changing with viewing angle) and chromatic aberration, all written in GLSL. Uses GLFW for windowing and Assimp for model loading.

Facial animation blendshapes demo
C++OpenGL

Blendshape Facial Animation

Facial animation implemented from scratch in C++ and OpenGL using blendshapes: a neutral mesh is morphed by weighted target shapes to produce expressions in real time.

Video
UnityAITTS

3D Avataar: Salsa LipSync

A talking 3D avatar in Unity. Text goes to OpenAI's text-to-speech, and Salsa LipSync drives the mouth shapes from the generated audio so the character speaks any line convincingly.

Video
UnityComputer VisionUIMobile

BeActiveYou, A2.AI, AU

A rep counting and pose correction pipeline: the phone camera tracks the user's body, counts repetitions and checks form in real time.

Video
Computer VisionCPMOptical Flow

Hand Pose Estimation

Hand keypoint detection with Convolutional Pose Machines, with dense optical flow between frames to track how each detected keypoint moves over time, so the hand can be followed through a video rather than re-detected from scratch on every frame.

Video
Computer VisionGANPyTorch

Video2Pose, ViGA Interactive, IN

A PyTorch pipeline that lifts 2D pose sequences from ordinary video into 3D joint positions using a temporal convolutional network trained adversarially, producing motion data that can drive a rigged character without motion capture.

Skills

What I work with

Code

  • C / C++
  • C#
  • Python
  • GLSL / HLSL

Engines & APIs

  • Unreal Engine 5
  • Unity 2D & 3D
  • OpenGL

Libraries

  • PyTorch
  • OpenCV

Domains

  • Gameplay systems and AI
  • Real-time rendering, filmmaking and animation
  • Machine learning and image processing
  • Physics and maths
Off the clock

Games I play

What I reach for when I'm not building, and what each one teaches me as a developer.

Story-driven

Horizon seriesPlayStation

Machine creatures with readable weak points and animation that sells their weight. The combat is a masterclass in telegraphing, and the open world never stops looking like concept art.

Red Dead Redemption seriesPlayStation

The most convincing living world I've played. NPC routines, weather, horse handling and a hundred small systems that add up to a place, not a level.

Marvel's Spider-ManPlayStation

Web swinging is the benchmark for traversal feel. Momentum, camera and animation blending all working together so the city itself is the fun part.

The Last of UsPlayStation

Storytelling through animation and environment rather than cutscenes. Every encounter is tense because the stealth, scarcity and AI systems back up the narrative.

Multiplayer

Call of DutyPC and PlayStation

The gold standard for gunplay feel: recoil, hit feedback, movement and time to kill tuned so tightly that a 60-second round is still satisfying.

Rocket LeaguePC and PlayStation

One simple rule set, a physics engine and near-infinite skill ceiling. Proof that deterministic physics and rock-solid netcode are a game design on their own.

Contact

Let's build something.

Whether it's a gameplay system, a rendering problem or a vision pipeline, I'd love to hear about it.