Raghav Suriyashekar

Gameplay Developer · Shader Programmer · Systems Engineer

Hello and Welcome!

I'm Raghav Suriyashekar — Irrationally obsessed and endlessly curious while learning, creating and improving. From GPU-driven shadow pipelines to fog-of-war simulations, I care about the craft underneath the experience and the technology behind it.

Softwares

Unity 3D Advanced
Unreal Engine 5 Beginner
Git/Version Control Advanced
Visual Studio/Rider Advanced

Languages

C# Advanced
HLSL Advanced
C++ Familiar
Python Learning
OpenGL Learning

Domains

Gameplay Systems Expert
Rapid Prototyping Advanced
Procedural Generation Proficient
Shader Development Proficient

Work and Projects

Projects and experiments ordered by technical depth. Click a card for the full write-up.

SIGGRAPH Asia 2025 Spatial Audio Ray-tracing Real-time

Aural Fields

Masters thesis project and SIGGRAPH Asia 2025 submission — a real-time ray-traced spatial audio system that simulates sound propagation, occlusion, and material interaction for immersive and physically accurate audio experiences.

RoleLead developer, Masters Student, Researcher
GoalExplore, Conceptualize and Implement a novel approach to spatial audio using ray tracing techniques. Perform experiments in different environments and accumulate data. Apply research oriented procedures when compiling results, performing experiments and producing compregensively high level reports and papers.
SkillsUnity 3D · Spatial Audio Computation · Ray Tracing · C# · Research · Experimentation · Analysis · Python · Documentation
View Full Write-Up →
Gameplay Systems System Architecture Compute Shaders Rapid Prototyping Ray-tracing

League of Legends: Fog of War

A recreation of League of Legend's fog-of-war system — blending vision masks, smooth interpolation, and per-unit sight radius into a single highly-performant render texture based pipeline.

RoleSolo Developer, System Architect, Graphics Programmer
GoalReverse-engineer the staged visibility system behind a production MOBA and understand how texture masking interacts with gameplay state at scale.
SkillsRender Textures · Ray Tracing · Compute Shaders · C# · HLSL
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GPU Instanced Mobile Platform Vertex Shader Fragment Shader

GPU Instancing: Dynamic Mesh-Based Shadows

A fully GPU-driven shadow system that renders dynamic mesh-based shadows with near-zero CPU overhead using DrawMeshInstanced.

RoleSystems Engineer, Planner, Graphics Programmer
GoalConceptualize and implement a highly-performant, visually stunning mesh-based shadow system using GPU instancing for the World Cricket Championship Mobile Game.
SkillsGPU Instancing · Compute Shaders · HLSL · DrawMeshInstanced · Mobile Optimization
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Rendering Lighting

2D Lights and Shadows

A 2D lighting system built from scratch — dynamic shadows via geometry shaders against occluder geometry, with falloff and coloured light blending.

RoleSolo researcher & implementer
GoalUnderstand the geometry of 2D shadow casting and build a system to visualize it effectively.
SkillsGeometry Shaders · 2D Geometry · HLSL · C#
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Geometry Shaders Scriptable Objects Procedural Animation Vertex Shaders Fragment Shaders

Scenari Foliage

Wind animation, LOD-aware colour variation, and interaction bending — all procedurally driven without artist-authored animation curves.

RoleSolo shader developer
GoalBuild production-quality foliage rendering on par with commercial engines, mastering the vertex shader techniques that make foliage feel alive.
SkillsVertex Shaders · HLSL · Wind Simulation · Procedural Animation · Geometry Shaders · Fragment Shaders · Scriptable Objects · C#
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Multiplayer Game Design

Profit Pits

A connected multiplayer mining game built for a university module on networked games — players coordinate in real time across shared underground environments.

RoleProcedural Generation Developer, Shader Programmer, Gameplay programmer , Researcher
GoalBuild a functional and procedurally generated cave system that is both highly performant, customizable and organic looking. Build a shader that allows for viewing into the caves that can adapt to coalessing views between players.
SkillsProcedural Generation · Tool Creation · Design · Shader Graph · HLSL · C#
View Dev Blog →
Simulation Compute Shaders Ray Tracing Render Textures

WATERWAYS!

A water simulation exploring flow fields, surface normal computation, and caustics — a stylised island system with ray traced shadows, reactive foam and depth-based colouring.

RoleSolo researcher & implementer
GoalUnderstand the shader maths behind creating stunning 2D visuals using ray tracing, building real-time simulations for water wakes and organic island landmass colouring.
SkillsCompute Shaders · Ray Tracing · Noise Functions · HLSL · Unity
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Combat Systems Boss Design

BOSSBORNE

A soulslike boss-rush focused on hitbox precision, telegraphed attack patterns, and state-machine driven AI — studying what makes difficult combat feel fair.

RoleGameplay programmer, Graphics Developer, Level Designer, Procedural Generation Designer, LLM Researcher & Boss Designer
GoalCreate an LLM powered companion that generates Quests, Items and Spawns Enemies procedurally. Develop a world system that regenerates everyday and repopulates the environment. Design AI state machines that feel reactive without being random, and bosses that learn the player's playstyle to get better.
SkillsLLM Integration · Shaders · Procedural Generation · FSM / State Machines · Hitbox Systems · Animation Events · Boss AI · C#
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Agentic AI GitHub Actions API

AI News Agent

A web-based autonomous agent that fetches, summarises, and categorises news stories using LLM APIs — presented in a clean reader with topic filtering.

RoleSolo developer
GoalApply AI tooling outside game dev, sharpening skills in API integration, automated systems, async workflows, and web UI design.
SkillsLLM APIs · JavaScript · Async/Await · REST · Web UI · GitHub Actions · Automation
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Clay Modelling League of Legends Recreation

League of Legends — Galio the Colossus

A faithful recreation of Galio from League of Legends — in clay.

RoleArtist and Clay Modeler, Planner
GoalLearning clay modelling techniques to bring one of my favourite characters to life. Also learned to sculpt, texture, polish and paint the model.
SkillsDexterity · Sculpting · Texturing · Painting · Planning
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In Development

Audience System

A performant GPU based audience system for mobile games.

StatusIn development — write-up coming when shipped.
In Development

Cricket Batsman IK System

A procedural Inverse Kinematics system for cricket batting — blending mocap base animations with real-time ball-tracking and Inverse Kinematrics based manipulation for organic and visually striking bat-ball interactions.

StatusIn development — write-up coming when shipped.

Games

My collection of games.

In Development

SPLICE

A Co-Op Puzzle Platformer that takes cooperation to the next level.

StatusIn development — Dev-Logs and Demos coming soon.
In Development

Unnamed Action Roguelike

An action roguelike with uncertainty used like never before.

StatusIn development — Dev-Logs and Demos coming soon.