Howdy

I'm Avi Garg.

Senior Gameplay & Graphics Engineer

Five years of shipping production-ready systems across the full engine stack: AI and behaviour systems, combat mechanics, multiplayer architecture and real-time rendering. My work lives where computer graphics meets AI, from Unreal and Unity gameplay and GPU-optimised rendering to computer-vision pipelines that turn human motion into input. I care equally about player feel and technical performance, and I'm at my best taking ambitious, immersive ideas 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 software developer 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 organisations like Morphionix, Fiverr, Viga Studios, Modelworks Studios and A2.AI.

I love engaging with new technologies, people and challenges. It's the fuel for my continuous learning and growth. My expertise spans physics, rendering algorithms, image processing and neural network development.

Always eager for innovative projects and exciting opportunities, so don't hesitate to get in touch.

  • 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 to preview it. Hit play to watch it full-size, with sound where there is any.

Video with sound
Unreal Engine 5Animation BlueprintInventoryGameplay

Combat Game Design

A combat prototype built in Unreal Engine 5, set in a post-apocalyptic city. I implemented weapon placement using skeletal mesh sockets and weapon-specific locomotion (idle, walk, run) in the Animation Blueprint, using State Machines, Blend Spaces and Linked Anim Layers, with Layered Blend per Bone and Aim Offsets for the upper body. I also implemented an inventory system with keyboard shortcuts for quick weapon and item switching, plus a HUD for health, stamina and ammo.

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. Environmental Query System support and additional enemy archetypes are in progress.

Video
Unreal3DInteractive

Modelworks, Dublin 🇮🇪

One of the awesome things we do at Modelworks: real-time interactive 3D portfolio experiences built in Unreal Engine.

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.

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.

YesChef! gameplay
Unity2.5DC#

YesChef!

A 2.5D cooking arcade game built in Unity.

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.

Video
Computer VisionCPMOptical Flow

Hand Pose Estimation

Implemented Convolutional Pose Machines (CPM) for hand keypoint estimation, then calculated optical flow for each pipeline to track how the detected keypoints move between frames.

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

A2.AI, Australia 🇦🇺

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 VisionGANPyTorch

Video2Pose: ViGA Interactive

The pipeline extracts 3D poses from 2D frame sequences using Microsoft's 3D convolutional GAN architecture (2020), turning ordinary video into motion data that can drive characters.

BunnyQuest ARCore demo
UnityARCoreAndroid

BunnyQuest: ARCore Unity

An interactive quiz game built with the ARCore SDK in Unity, with the bunny anchored in the real world through the phone camera.

Skills

What I work with

Code

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

Engines & APIs

  • Unreal Engine 5
  • Unity 2D & 3D
  • OpenGL
  • Vulkan (intermediate)

Libraries

  • PyTorch
  • OpenCV
  • NumPy
  • Pandas

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

FIFAPlayStation

A physics and animation problem disguised as football. Ball control, player momentum and matchmaking that keeps a friend group coming back every week.

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.

Mobile

Call of Duty: MobileiOS

Console-grade shooting on a touchscreen. The control scheme, aim assist and performance budget are a lesson in adapting a genre to a new input.

Stumble GuysiOS

Chaotic physics, instant readability and rounds short enough to play anywhere. Great at showing how much fun you can get from a tiny mechanic set.

Contact

Let's build something.

Always eager for innovative projects and exciting opportunities. Whether it's a gameplay system, a rendering problem or a vision pipeline, I'd love to hear about it.