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Hey I'm Nithan

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I am a Digital Media Game Arts student specializing in Game Development, complex 3D modeling, and Animation. I love bridging art and code whether I'm writing GLSL shaders, scripting game logic, or designing parametric generative models.

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About Me

I am a Digital Media Game Arts student at York University with a "digital-to-physical" mindset. My work spans complex game mechanics, 3D asset fabrication, and full-stack web development, allowing me to bridge the gap between artistic animation principles and the engineering precision required for physical manufacturing.

I have developed a rigorous command of the 3D pipeline and game engine implementation. Whether I am rigging and animating characters in Maya, utilizing Rhino 8 for exact NURBS modeling, or building complex vehicle physics in Unreal Engine 5, I am equipped to adapt to any stage of a production workflow.

Complementing my technical skillset is a strong foundation in operational leadership. Having managed daily operations, safety compliance, and scheduling for a team of over 100 staff members as a Rides Department Supervisor, I bring the discipline and organization needed to be a highly reliable collaborator on complex technical projects.

Education: Specialized Honours in Digital Media Game Arts at York University
Location: Toronto, ON
Interests: Animation, 3D Modeling, Game Development
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My Projects

Game Development

Black Tide

Black Tide

A lone passenger is trapped on a cruise ship after a catastrophic breakdown. Once filled with life, the ship has fallen silent, and horrifying anomalies from the deep have awoken. You must navigate the decaying corridors before becoming lost at sea forever.

Game Design Level Design UE5 Programming Team Collaboration
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Crops and Robbers Game

Crops and Robbers

A high-paced action shooter meets farming simulator. Born from a game jam prompt to "combine hated genres," players must defend their farm against hordes of enemies, using dropped ammo as seeds to regrow their lifeblood crops.

Game Design Level Design Team Collaboration
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Astroglow Racer Game

Astroglow Racer

An Unreal Engine 5 racing game where players balance speed and handling to set records. Features complex drifting, pitch/roll controls, and strategic boost mechanics.

Unreal Engine 5 Game Design
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Horror Hugger Game

Horror Hugger

A narrative-driven adventure built in UE5. Players navigate maze-like castle grounds, defeat gnomes, and explore deep mines to uncover the truth behind a kingdom's madness.

Unreal Engine 5 Level Design Team Collaboration
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Cyberscape 2D Runner Game

Cyberscape

A cyberpunk-themed 2D runner developed in Unity. Taught myself C# and the Unity engine from to build this game, implementing dynamic spawning obstacles and a risk-reward ability system.

Unity / C# 2D Game Development
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Animation

Dragon Animation

Dragon Rendered Animation

A fully rendered animation featuring a flying dragon landing and walking toward a mountain cave. Modeled, rigged, and animated from scratch utilizing advanced techniques.

Autodesk Maya 3D Rigging 3D Rendering
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Basketball Character Motion

Character Motion: Basketball

Recreated a realistic basketball shooting motion using real-life video as reference footage. Implemented HumanIK rigging and applied precise manual keyframing.

Autodesk Maya HumanIK Animation
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Ball Bounce Animation

Dynamic Ball Bounce

Developed a dynamic animation demonstrating the core principles of squash and stretch, utilizing precise manual keyframing to achieve realistic motion and timing.

Autodesk Maya Keyframing
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3D Modeling

The Abyssal Crown

The Abyssal Crown

A biological resource detailing the growth patterns, structure, and ecosystems of deep-water corals that thrive in the lightless, high-pressure abyss of the ocean. This provided the direct biological blueprint for the form-finding phase. By studying how these deep-sea corals branch and adapt to spatial constraints, I was able to define the parameters for the algorithmic growth in Grasshopper. It directly informed the visual density and the way the crown's structures reach upward and outward from a base scaffold.

Rhino 3D Digital Fabrication Generative and Parametric 3D Modeling
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DJI Mini 2 Drone

DJI Mini 2 Drone

A highly detailed "Digital Clone" of a DJI Mini 2 Drone created in Rhino 8. Focuses on the transition from conceptual digital files to precise 3D objects using NURBS modeling.

Rhino 3D Digital Fabrication
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Yacht Model

Conceptual Yacht Model

A sleek 3D yacht model generated using a simple sketch as a reference for a video game asset. Demonstrates a mastery of user-generated forms and intricate geometries.

Rhino 3D NURBS Modeling
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Textured Dragon

Textured Dragon Asset

An expansion of the base dragon model focusing heavily on visual fidelity. Applied intricate 3D shading and texture mapping to bring the creature's scales to life.

Autodesk Maya Texture Mapping
Maya Dragon

Base Dragon Model

A complex organic modeling project. Focused on establishing strong topology and anatomy for a mythical creature utilizing advanced 3D sculpting techniques.

Autodesk Maya Sculpting
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Maya Drone

Basic Drone Model

A foundational 3D modeling project focusing on hard-surface mechanical design. Utilized sculpting and mapping to create a detailed drone asset.

Autodesk Maya 3D Modeling
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Software & App Development

Hiragana Language Learning App

Hiragana Language Learning App

Collaborated within a four-person academic team to develop a custom Android app investigating how UI timer emphasis affects user stress and retention. Co-authored the resulting HCI research study, analyzing performance metrics and cognitive load during Japanese character acquisition.

Android Studio HCI Research UX/UI Design Team Collaboration
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Android Diary App

Profile & Diary Android App

A full-featured native Android application built in Java. Features secure user authentication, SQLite database storage for profiles, and a dynamic diary system utilizing Intent-based navigation and custom ListViews.

Java Android Studio SQLite
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Guess Master Web Game

Guess Master

A round-based number guessing web game testing mathematical intuition. Features server-side logic, dynamic difficulty scaling, and automated win-streak tracking.

Node.js / JSON HTML / CSS / JS Team Collaboration
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Technical Art & Generative Media

Galvanic Chemotaxis

Galvanic Chemotaxis

This system was creating by combining a continous cellular automata with a multi-agent system (Reaction-Diffutiona and Chemotaxis). It is based around a bioloigcal system but also seems like electrons passing through a electromagnetic field, creating trail dark vaccum trail.

Shadertoy GLSL / Shaders Interactive Media
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Bioluminescent Void

Bioluminescent Void

This system explores the choatic movement patterns of a artifical micro-organism population.

Shadertoy GLSL / Shaders Interactive Media
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Pulsating Life

Pulsating Life

This is mostly a self-sustaining ecosystem that looks like a coral structure but behaves like a flame.

Shadertoy GLSL / Shaders Interactive Media
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A Digital Tide

A Digital Tide

This is a self-sustaining ecosystem made from a combination of the Game of Life and Brian’s Brain with waves/tides moving across the screen with an island in the background.

Shadertoy GLSL / Shaders Interactive Media
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Three Projector Render Setup

Immersive Multi-Projector Installation

An immersive, audio-reactive 3D installation built in Max/MSP and Jitter. Engineered a custom projection mapping system to render and seamlessly split dynamic 3D environments across a three-projector physical array, while coordinating spatial hardware routing for lighting and audio.

Max/MSP Projection Mapping Immersive Tech
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Max MSP Audio Reactive 3D Scene

Mise en Scène: Audio-Reactive 3D

A real-time, interactive 3D environment built entirely in Max/MSP/Jitter. Features a node-based architecture managing custom 3D Blender models, animated camera matrices, and dynamic visual transformations driven by real-time audio amplitude mapping.

Max/MSP Jitter Audio-Reactive
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Generative Audio Visualizer Max MSP

Generative Audio-Visualizer

A multi-stage generative visualizer built in Max/MSP. Utilizes custom filter banks and amplitude analysis to dissect an audio track in real-time, mapping frequency data to algorithmic 2D drawings, creating complex, time-sequenced geometric animations.

Max/MSP Signal Processing Generative Art
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Technical Skills

Languages & Web

C# Java JavaScript HTML / CSS GLSL / Shaders Node.js JSON

Game Engines

Unreal Engine 5 UE5 Blueprints Unity

3D Modeling & Art

Autodesk Maya Rhino 8 Blender NURBS Modeling HumanIK Rigging Digital Fabrication

Technical Art & Media

Max/MSP Jitter Projection Mapping Photoshop Premiere Pro Interactive Media

Developer Tools

Git / GitHub Android Studio SQLite JUnit Eclipse

Contact Me

Toronto, ON