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Aayush KumarGames · AI · Backend
Room 00 — Lobby

Aayush Kumar

Game developer and AI / backend engineer. Procedural systems, the editor tooling that drives them, and the platforms they ship on.

Pick a door
Room 01 — Where it starts

154 shipped builds,
one throughline.

Final-year Electronics & Communication student at NIT Jaipur. Most of what I make is systems that make other things easier to make — a hex terrain generator so level design stops being manual, a lip-sync add-on so animation stops being frame-by-frame, an agent layer so a game can start from a sentence.

Unity and C# for engines, Python for Blender pipelines, JavaScript and Three.js for the web, FastAPI for the backend behind it all.

Based
Jaipur, India
Education
NIT Jaipur · B.Tech ECE
Graduating
2026
Room 02 — Two live platforms

Arthis

Arthis.Space — a browser mini-games platform with a TikTok-style vertical feed. Open it and you are already playing; swipe up for the next game.

  • Infinite swipeable feed; each card is a complete mini-game loaded on demand
  • AI agents generate gameplay logic and 3D web content from prompts via MCP-connected tools
  • PostgreSQL backend scaled from 1 to 10,000 daily active users

Arthis.Land — “The Wall”, a handcrafted vertical city you climb in the browser. Unity, shipped to WebGL, 2–4 people sharing a space in real time.

  • Procedural engine assembles virtual rooms — 40+ live, Halcyon to Xeno Garden
  • Room codes: one player hosts, others join with a 4-digit code
  • arthisland-relay — a zero-dependency TCP + WebSocket relay in pure Python
UnityWebGL PostgreSQLLLM AgentsMCP Python RelayWebSocket
Room 03 — Unity engine

HexaBed

A procedural terrain system on a hexagonal grid, and the custom editor tooling that lets a designer build a world without opening a script.

  • Generates 160+ hex tiles into a single playable world with varied heights
  • Road generator picks straight / turn / ramp / pit assets from neighbouring tile heights
  • HexTileEditor — a custom Unity inspector panel for visual world building
  • Pivot compensation, 60° rotation snapping, bounds-based prefab alignment
  • GLB export pipeline — 25+ generated world meshes
Scripts
14
Lines of C#
3,705
Engine
Unity
Room 04 — Pipeline tooling

Blender Add-on Suite

Twenty-eight Python add-ons written to automate the animation and rendering pipeline behind a working content operation.

  • lipsync_pro — phoneme-driven lip-sync, Rhubarb CLI to bone animation, v1→v5 with CloudRig
  • camera_animator_pro — 81 KB cinematic camera rig tool, six major versions
  • quick_bone_animator / arthis_auto_pose — drag-based IK rigging and auto-posing
  • asset_spawner_pro, one_click_render_setup, smart_pose_interpolate
Add-ons
28
Lines of Python
27,208
Room 05 — AI & backend

Systems & Inference

Six months at Clymora as an on-campus AI backend engineering intern, building the services behind AI-driven product features — alongside first-principles model work.

  • Built a GPT-2 language model from scratch — transformer blocks, tokenisation, training loop
  • RAG pipelines with vector-database retrieval for context-aware responses
  • Async FastAPI inference endpoints tuned for low-latency real-time workloads
  • 23 ComfyUI workflows — Flux, SDXL, Hunyuan3D, WAN VACE, LTX-2, VibeVoice
FastAPIRAG Vector DBTransformers ComfyUIn8n
Room 06 — Evidence

By the numbers

0
Interactive builds
0
Lines of game code
0
Three.js 3D builds
0
P2P multiplayer
0
Blender add-ons
0
YouTube subscribers
Code volume — counted, not estimated
Game code across builds141,000
Blender suite · Python27,208
HexaBed · C#3,705
The 154 builds, split
Three.js / WebGL 3D43
Peer-to-peer multiplayer15
Other engines & 2D96
Room 07 — Unfolded

Let us build something.

Open to game development, graphics and AI engineering roles from 2026.

JEE Advanced
AIR 8956
JEE Main
98.9 %ile
Degree
B.Tech ECE
© 2026 Aayush Kumar Folded in the browser — Three.js, no build step Source