use Arrow keys to control Sysra
Note: This is 8086 Assembly version of SYSRA
Play orginal on itch.io
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.
OverClocked is a fastpaced ThirdPerson Shooter Made for Boss Rush Jam 2025 (Jan 2025).
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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 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.
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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 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.
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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 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!
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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 is an endless side-scrolling platformer brawler made in just 7 days for the Brackeys Game Jam 2024.1.
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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 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.
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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
A custom-built 2D game engine focused on performance, modularity, and full control over rendering and gameplay systems. Written in Java with OpenGL and ImGui integration, PiEngine features a hot-reloadable component system, JSON-based scene serialization, a flexible input abstraction layer, and a graph-based render pipeline. It’s built from the ground up for learning, game jams, and low-level experimentation.
A retro-style platformer engine built entirely in 8086 Assembly, SYSRA runs on DOS and emulates a full game loop with custom sprite rendering, tilemaps, physics, animation, and input — all without relying on high-level libraries. Designed for precision and hardware-level control, SYSRA demonstrates what’s possible with pure assembly and a passion for pushing limits.
This project is built using Python, Pygame, and Gymnasium. It features a car racing game with AI-controlled cars navigating through randomly generated race tracks. The AI cars are currently under development and will be capable of driving autonomously once trained.
2DURP GodRays is a post-processing shader designed to add a God Rays effect, particularly in 2D scenes. This effect simulates light scattering through a medium, creating visually striking rays of light that enhance the atmosphere of your game.
A Physics Engine developed using C++ and OpenGL, designed to simulate basic physics. This engine allows users to apply fundamental physics principles, making it suitable for creating simple physics-based games like Flappy Bird.
A comprehensive full-stack web application simulating a vending machine system. This project covers user interaction, wallet management, sales history, and admin functionalities.
Wiki-Interactive is a dynamic and engaging webpage designed to educate and entertain users about our solar system. The site features a playful, cartoon-style design aimed at children and those young at heart. The project utilizes core web technologies, including HTML, CSS, and JavaScript, along with the Matter.js library for physics simulation and rendering.