Tanvir Hossain Rafi
Portfolio
Street Food Story
AI Behaviours: Developed and implemented enemy AI behaviours, including movement, player detection, state-based reactions to create dynamic gameplay. Animation: Implemented and managed character and enemy animations, connecting animations with different gameplay states and actions for smooth transitions. Effects: Created and integrated visual effects such as particle effects, gameplay feedback to make interactions more engaging. Level Design: Designed and implemented game levels, including environment setup, obstacle placement, enemy positioning, gameplay flow, and difficulty progression. Game Economy: Designed and implemented the in-game economy, including currency systems, rewards, upgrade costs, progression, and resource balancing to maintain a smooth and engaging player progression.
Paper Delivery Boy
Level Design: Designed and implemented gameplay levels with varied environments, delivery routes, obstacles, and challenges. Carefully placed gameplay elements and obstacles to create a smooth difficulty progression while keeping each level engaging and visually distinct. Story & Cutscenes: Designed and implemented story-driven cutscenes to introduce gameplay scenarios, characters, and progression. Created the flow and sequencing of scenes to connect different parts of the game and make the overall experience feel more engaging.
Souls Arise
Enemy Behaviour: Developed enemy AI behaviours, including player detection, movement, chasing, attacking, and reactions to different gameplay situations. Player Attack System: Implemented the player combat and attack system, including attack logic, damage calculation, hit detection, attack animations, cooldowns, and gameplay feedback. Boss Mechanics: Designed and implemented boss-specific mechanics, including unique attack patterns, phase-based behaviour, player interactions, and special abilities to create challenging and engaging boss encounters.
Arrow Fever: Tap Out Puzzle
Core Mechanics: Developed and implemented the core puzzle mechanics, including arrow selection, directional movement, collision detection, blocking logic, and the sequential system required to clear the board successfully. Level Design System: Designed and implemented a scalable level design system for creating and managing puzzle levels with different arrow arrangements, directions, block structures, and difficulty levels. Structured the system to support progressive difficulty and efficient creation of large numbers of handcrafted levels.
