Game developer focused on tech art. I write shaders, build custom editor tools, and set up VFX systems — the layer between the artist's intent and what the engine actually draws.
- Shader authoring — Shader Graph and hand-written HLSL: fullscreen post-processing, stylized materials, AR overlays.
- Custom tools — editor extensions and standalone utilities that remove repetitive work from a production pipeline.
- VFX & rendering — reactive post-processing driven by gameplay state, not just static looks.
- Gameplay — designing and shipping small games end to end, from prototype to a playable build.
Playable builds are published on zhayagt.itch.io.
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Memory and observation game — remember the arrangement of a set of objects, then reproduce it. Full gameplay loop, menu flow, and audio.
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Drone racing game. Reach the finish line through obstacle courses while competing against other drones. WASD flight controls.
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Side-scrolling platformer built for the Politeknik Negeri Malang assignment track. Level progression, finish zones, and dissolve-based scene transitions.
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Top-down shooter — WASD to move, space to fire. Built solo.
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Other Unity projects live in the repository list: The Statistic Adventure (game paired with a fuzzy-logic simulation core), Game Kartu 21 (blackjack), Aku Telat! (endless runner), and KMIPN — Midnight Moderator (team entry for GEMASTIK 2026).
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Export a Unity Shader Graph as a clean, readable PNG. Parses the
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Post-processing collection built with Fullscreen Shader Graph on Unity 6.3 / URP. Sanity and reality systems: screen warping for hallucination, heartbeat-reactive vignette, and other visual feedback tied to the character's psychological state.
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