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.
Gameplay Developer · Shader Programmer · Systems Engineer
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.
Projects and experiments ordered by technical depth. Click a card for the full write-up.
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.
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.
A fully GPU-driven shadow system that renders dynamic mesh-based shadows with near-zero CPU overhead using DrawMeshInstanced.
A 2D lighting system built from scratch — dynamic shadows via geometry shaders against occluder geometry, with falloff and coloured light blending.
Wind animation, LOD-aware colour variation, and interaction bending — all procedurally driven without artist-authored animation curves.
A connected multiplayer mining game built for a university module on networked games — players coordinate in real time across shared underground environments.
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.
A soulslike boss-rush focused on hitbox precision, telegraphed attack patterns, and state-machine driven AI — studying what makes difficult combat feel fair.
A web-based autonomous agent that fetches, summarises, and categorises news stories using LLM APIs — presented in a clean reader with topic filtering.
A faithful recreation of Galio from League of Legends — in clay.
A performant GPU based audience system for mobile games.
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.
My collection of games.
A Co-Op Puzzle Platformer that takes cooperation to the next level.
An action roguelike with uncertainty used like never before.