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use Arrow keys to control Sysra

Note: This is 8086 Assembly version of SYSRA

Play orginal on itch.io

TanPi
About
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Name:Shri Hari (a.k.a TanPi)

I’m a game developer who loves making cool graphics and high-performance stuff. I build my own engines from scratch because I want full control and to really understand how everything works.

I work with everything from low-level assembly to modern rendering techniques. I focus on making things run fast and look good, no shortcuts.

When I’m not coding, I’m probably doing game jams or experimenting with new ideas. I like to learn, try new things, and push myself.

I like playing games and observing lots of details in them. That helps me understand what makes a game better so I can build games that actually feel good to play.

Credits

TV 3D-Model: Denys Hroshko

Games
Overclocked
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OverClocked is a fastpaced ThirdPerson Shooter Made for Boss Rush Jam 2025 (Jan 2025).

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What i Did

Overclocked is the first full-on 3D game I made. I modeled a few things myself and mixed in some free licensed assets — but I didn’t just drop them in. I optimized them, tweaked their style in Blender, and made sure everything actually fit the game’s look and performance needs.

The vibe? Futuristic and rainy. I used screen space reflections, volumetric lighting, and fog to push that moody rainy-night-in-the-city feel. The shaders were all tuned to look slick without tanking FPS.

The theme for the jam was “Spin”, so I rolled with it — the boss has spin-based attacks, and the whole game kinda spirals around that mechanic.

I made Overclocked mainly to dive deep into 3D environments, shader tricks, and performance optimization — while still delivering a visual style and gameplay that hits hard.

Also, my friend joined as the music composer for this project — and he absolutely crushed it with a stunning soundtrack that brought the whole mood together.

Download & learn more on Itch.io

Escape Vector
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Escape-Vector is a retro-styled 2.5D roguelike shooter where 2D characters are running through a 3D world full of neon chaos. Made this for WhalePass Jam #2 and the theme was "Retro" — so I went full 80s neon shooter vibes.

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What I Did:

The main goal of the jam was to use the WhalePass API — so I integrated it to track XP, unlock achievements, and handle upgrades based on the player’s level. Basically, it's got online progression baked right in.

Now for the visuals — I went for that old-school CRT arcade look. I baked a bunch of lighting directly into textures using Unity, then removed the actual lights from the scene and swapped in emissive maps. That way I got fake-but-fresh lighting with ambient occlusion, while keeping the performance smooth.

To really push the retro style, I used Unity's custom render pipeline and made a post-processing shader that pixelates only specific objects — so the characters and bullets look crunchy, while the environment stays crisp.

Shoutout to one of the cool folks from the jam’s Discord — they helped with the soundtrack, and the music totally slaps with the retro action vibe.

This jam was a 7-day sprint, so it was hectic — but I learned a ton about shader tricks, API integration, and squeezing style into performance.

Web Play & learn more on Itch.io

Storms Ahoy
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Storms-Ahoy is a wave-based shooter where you blast sea monsters from your ship deck while surviving incoming chaos.

This game was made in a team of 6 for the Brackeys Game Jam 2024.2. The jam theme was "Calm befor Storm" — and we took that literally... and also with monsters.

Media:

Screenshot 1

Tech:

What I did:

I handled most of the UI work, programmed the full upgrade system, and did a bunch of the secondary systems — like polish, game flow, and helpers that made the main game smoother.

It was my first proper team collab with 6 people, and it really helped me understand how to *actually* use GitHub in a proper team workflow. Not just push-and-pray — I learned the whole flow: branches, merges, pull requests, everything.

The project lasted 7 days, and we managed to finish and ship the game by working tightly as a team. It was fun, chaotic, and super educational.

You can play it and check it out on Itch.io.

SYSRA
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SYSRA is a 2D platformer made for the GMTK Game Jam 2024. I made it solo in just 4 days — my shortest dev cycle ever for a full game — and it turned out to be my most successful project so far!

Media:

SYSRA Screenshot 1 SYSRA Screenshot 2 SYSRA Screenshot 3

Tech:

What I Did

The theme for the jam was “Scale,” so I built level mechanics around resizing objects to navigate puzzles and progress through tight platforming challenges.

SYSRA was a crash course in time/resource management. With just 4 days, I had to cut every corner that didn’t hurt gameplay — and still make sure it all looked and felt polished.

It taught me how to laser-focus under pressure and deliver results — no fluff, just gameplay that works and feels fun.

Web Play & learn more on Itch.io

Paper-War
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Paper-War is an endless side-scrolling platformer brawler made in just 7 days for the Brackeys Game Jam 2024.1.

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What I Did

The main playable character in Paper War is a soft-body fighter — building and tuning that took a lot of time, but it taught me a ton about Unity's 2D physics system, bone rigging, and texture mapping.

The game features multiple melee weapons like swords, spades, and hammers — each with their own unique properties. You collect these on the go by exploring, opening doors, and defeating enemies.

This was only my second game jam, and I had an absolute blast. Despite the tight timeline, I managed to polish it well and ship everything within the 7-day deadline.

Download & learn more on Itch.io

Realmshift
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RealmShift is a top-down boss-rush shooter made in 30 days for the Boss Rush Game Jam. It was my very first game jam and marked my return to Unity after a long break.

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What I Did

With some prior Unity experience, I joined the jam to dive back into game dev — and it paid off big time. I learned a ton about Unity's workflow, game design, and engine architecture.

This was the jam where I first explored using shaders, and it opened up a whole new world of creativity for me. I handled everything from design to polish, making sure the game felt solid and complete.

Special shoutout to a Discord friend who contributed an amazing soundtrack that players really loved!

Try it out on Itch.io

Projects
Portfolio

Portfolio is my personal interactive web portfolio built entirely from scratch. It serves as both a showcase of my projects and a live demonstration of my skills in frontend graphics, animation, and creative presentation. The entire UI is rendered with WebGL using Three.js and animated using GSAP, giving it a dynamic, game-like feel.

Tech:

What I Did

What Makes It Unique

Visit the live site at itstanpi.github.io and explore projects the way I intended them to be experienced — interactively, playfully, and with a touch of 3D flair.

Pi‑Engine

Pi‑Engine is a custom 2D game engine built in Java, crafted to support modular game development. It features a rendering pipeline, entity-component system, scene management, real-time input handling, and GUI overlays—with everything structured for flexibility and performance.

Tech:

What I Did

What I Learned

This engine underlies several demo projects—including a basic platformer and physics sandbox—and serves as a starting point for more complex games. You can explore the architecture, engine tools, and example scenes on GitHub.

SYSRA.asm

SYSRA.asm is an 8086 Assembly-language platformer prototype I developed to explore low-level game development on DOS. It demonstrates custom sprite rendering, collision detection, and direct screen-buffer management—all handcrafted without any external libraries.

Tech:

What I Did

I built this from scratch to understand how classic DOS games managed graphics and input. I implemented:

Through this project, I gained deep insights into:

Though not a full game yet, it forms the foundation for a retro-style platformer engine. I intend to extend it with sound support (via PC speaker), level loading from data files, and rudimentary physics.

Check out the full source and demos on GitHub

AI‑Racing‑Sim
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AI‑Racing‑Sim is a 2D car racing simulator built in Python that uses reinforcement learning (PPO) to train autonomous agents for optimal racing behavior. The project includes a custom simulation environment, RL training pipeline, telemetry logging, and real-time policy rollout visualization.

Tech:

What I Did

What I Learned

This prototype serves as a foundation for more advanced work, such as:

Explore the full source code, training scripts, and demo session on GitHub.

2DURP‑GodRays
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2DURP‑GodRays is a post-processing shader crafted for Unity’s URP that generates dynamic, high‑quality god ray (crepuscular rays) effects in 2D scenes. It supports customizable settings like density, decay, exposure, and blur, enabling both aesthetic and optimized performance integration. A demo is available on itch.io.

Tech:

What I Did

What I Learned

This shader pack is a foundation for visual polish in 2D URP games. Future improvements include:

Try the demo or grab the source on itch.io or GitHub!

Physics‑Engine
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Physics‑Engine is a custom 2D physics simulation framework written in C++ with OpenGL rendering. It demonstrates core physics techniques like Verlet integration, constraint-based springs and distance joints, and simple collision detection/rendering—all built from the ground up.

Tech:

What I Did

What I Learned

This project is a foundation for advanced physics-based systems. Future extensions could include:

See the full demo (video linked in README) and source code on GitHub.

Wiki-Interactive

Wiki-Interactive is a dynamic and engaging webpage designed to educate and entertain users about our solar system. It features a playful, cartoon-style design aimed at kids and curious minds, combining interactive visuals with real physics simulation using Matter.js.

Tech:

What I Did

Features

Built with love for both learning and games, Wiki-Interactive is an example of how web technologies and game dev tricks can be used to create educational fun.

Check out the demo at Wiki-Interactive Live or view the source on GitHub.

Vending Machine Simulation

Vending Machine Simulation is a full-stack web application that simulates a smart vending machine experience. It features user-facing interactions via mobile, secure wallet and PIN systems, and an admin dashboard for managing inventory, sales, and pricing.

Tech:

What I Did

Features

Assets courtesy of Freepik. Built to simulate how modern vending machines can integrate mobile-first UX with real-time inventory and secure digital payments.

Explore the code and try the simulation on GitHub.

Socials
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Itch.io
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@Tan-Pi

YouTube
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@Tan-Pi

GitHub
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@ItsTanPI

Twitter
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@ItsTanPI

Linkedin
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@shriharishanmugam

Discord
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@itstanPI