Ashot Chobanyan
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Independent / 2018–Present

Unity Game Development

Personal experiments in virtual reality, procedural terrain, navigation systems, and whatever seems fun to develop.

  • Unity
  • C#
  • OpenVR
  • HLSL
  • Compute shaders
  • A* pathfinding

Summary

Independent game development with a heavy focus on virtual reality, physics-heavy gameplay systems, and needlessly complicated interlinked systems. I'll add photos of these games at a later date for the curious.

Technical Highlights

  • Created a GPU-accelerated procedural terrain generator using compute shaders written in HLSL
  • Implemented multithreaded A* pathfinding in C# on dynamically generated navigation meshes
  • Used the OpenVR SDK for virtual reality development
  • Infinite worlds based on a floating origin, compatible with many physics entities, to reduce floating-point instability
  • Custom water physics implementation
  • Procedural physics-based animation
Unity editor showing a top-down procedural terrain map alongside a rendered landscape with rivers, mountains, and trees.
GPU-accelerated procedural terrain

VR Mech Game

An ongoing personal project which puts the player inside a giant humanoid robot. The design goal was to make as much of the game physics-driven as possible and not to use traditional animations, including physics-driven mech control. I developed a lot of custom feedback mechanisms to really help convey the idea you're piloting this big lumbering mass. I mostly treat this project as a playground for technical experimentation.

Untitled Fishing Game

An experiment in designing a game that takes place entirely within one scene, on a development pause. I kept adding features and little details including a dynamic day/night cycle, dynamic weather patterns (wind, undersea currents, currents, waves), physics-based fishing mechanics, boat parkour (including a harpoon gun/grappling hook that is debatably more fun than the fishing...), progressive boat upgrades, and more.