Sketch of a game developer at a desk surrounded by game and engine icons

Yash Bhavsar

Game Developer / Game Programmer

I'm a Unity game developer with 3+ years of experience, building gameplay systems, AI-driven NPCs, and the modular, event-driven architecture that keeps them maintainable. I've shipped a game to Google Play, and I'm building toward my own studio, Cosmic Dream.

3+ Years Building Games
Unity · Three.js Engines & Tools

I've spent the last three years learning what it actually takes to ship a game - not just a prototype that works in the editor, but a system that survives real players, app store requirements, and deadlines. Carrom Legends taught me what publishing really demands; game jams and web experiments keep me quick at solving problems I haven't solved before.

I mostly focus on building modular, event-driven architecture to keep the code standardised and clean, following established guidelines and principles rather than ad-hoc shortcuts - it's the layer that never shows up in a trailer, but it's what makes a project maintainable past day one.

Projects

A few of the things I've shipped, prototyped, and taken through a full development process. Each one opens into a full case study - the idea, my role, and how it was actually built.

About

I'm Yash Bhavsar, a game developer with 3+ years of hands-on experience building games and interactive experiences - across personal projects, internships, and collaborative development. My primary focus is Unity, where I work across both 2D and 3D, turning gameplay ideas into systems people can actually play.

I'm currently pursuing a B.Tech in Artificial Intelligence and Data Science, while continuing to build, test, and ship through practical projects alongside it.

My Craft - Game Development

Unity is my primary engine, and C# is the language I reach for most. Over time I've worked across gameplay mechanics, player interactions, game rules and turn management, UI integration, and modular system architecture - along with AI-controlled opponents, animation, physics, and the systems that tie it all together into a working game.

My experience spans both independent development and working within teams during internships and collaborative projects. Independent work pushes me to own the entire pipeline, from design through polish. Team projects teach a different skill - fitting into an existing codebase, adapting to shared systems, and building alongside other developers.

I'm also exploring Three.js and browser-based 3D, carrying the same systems-thinking into interactive experiences built for the web.

Unity C# Gameplay Systems AI & NPC Behaviour Physics & Animation Three.js

The Side Quest - Cosmic Dream Studio

Beyond individual projects, I'm working toward something bigger: an independent game studio of my own. Through Cosmic Dream Studio, I'm learning what it actually takes to carry a game from an idea to something published - not just the code, but the product thinking, creative direction, and the discipline of shipping something other people can play.

The long-term goal is to grow the studio past solo development, and eventually bring together a team of people who care about making games as much as I do. I'm not there yet, but it's the throughline behind most of what I build.

Visit the Studio Page

Engineering Beyond Games

Game development sits on top of a broader engineering foundation. I work with C++ for general programming and problem-solving, use Python for automation and small tools, and have built backend services with Java and Spring Boot. I'm also interested in system design - how components fit together and stay maintainable as a project grows - which shows up directly in how I structure gameplay systems and architecture.

C++ Python Java / Spring Boot System Design

Outside the Editor

Outside the editor, I'm a bit of a productivity nerd - I like experimenting with tools, workflows, and personal knowledge-management systems, and tinkering with electronics and IoT just to understand how things work. I also keep a journal, and recently started sharing some of that thinking on my blog: game breakdowns, systems design notes, and the occasional reflection.

Read my blogs →

Resume

Unity, C#, VR/XR and Three.js. The quick version is below, and the one-page PDF has everything in one place.

Experience

Ram XR Case study GitHub

April 2026 – May 2026

Unity VR Developer Intern On-site

  • Led a 6-intern Unity team on a veterinary canine simulation: defined the implementation pipeline, assigned tasks, and clarified deliverables
  • Built VR interactions (object grabbing and snapping) using Meta SDK and Unity XR Interaction Toolkit
  • Developed the VR environment with baked lightmaps, world-space UI panels, and controller input mapping

AZYMAR Case study

March 2026 – April 2026

Unity 2D Developer Intern Remote

  • Co-developed "Old Raman House", a Granny-inspired 2D side-scroller horror game, in a team of 2 interns
  • Built the hallway and CCTV room environments with doors, windows, and torn-wall assets
  • Designed and implemented the door-opening mechanic, its animation, and the character walk cycle

Projects

Carrom Legends Case study Play Store

June 2026

Unity | Android Game Published

  • Solo-developed and published a 4-player mobile carrom game on Google Play (2,500+ downloads), covering gameplay, UI/UX, audio, testing, and store release
  • Built event-driven gameplay systems and a rule-aware bot AI that ranks shots by distance and varies its choices to avoid repetitive play

Dynamic NPC Behavior System Case study

January – April 2025

Unity | PC | Team of 6 Diploma Final Year Project

  • Led gameplay integration across a 6-person team, linking AI dialogue to NavMesh movement, animations, and inventory
  • Architected a modular Unity framework of 6 decoupled systems (dialogue, interaction, animation, navigation, world awareness, inventory) using ScriptableObjects and event channels

Spark Shift Case study Itch.io

January 2026

Unity | PC | Team of 2 GENESIS 5 Game Jam Submission

  • Co-developed a 2D cyberpunk puzzle game with 5 handcrafted levels and a risk-based wire-connection mechanic
  • Implemented puzzle logic, progression unlocks, and reactive audio and VFX feedback

Type to Survive Case study Play Online

February 2026

Three.js | Web | Team of 2 GDGC Tech Fest

  • Built a 3D browser typing-runner where WPM and accuracy are tuned into character speed, with asymmetric acceleration and anti-exploit accuracy weighting
  • Used object pooling to run an endless Three.js environment, and shipped it with a leaderboard at a live college Tech Fest, played by 50+ students

Skills

Engines & Languages

Unity (2D, 3D, VR/XR) C# JavaScript (Three.js) C++ Python

Tools & Technologies

Git / GitHub Meta SDK Unity XR Interaction Toolkit Google Play Console

Education

Dr. D. Y. Patil College of Engineering, Akurdi, Pune

2025 – 2028

B.Tech in Artificial Intelligence & Data Science Current CGPA: 8.84/10

Government Polytechnic, Chh. Sambhajinagar

2022 – 2025

Diploma in Artificial Intelligence & Machine Learning Percentage: 92.80%

Certifications & Achievements

  • Volunteer, Google Developer Groups on Campus (GDGC) – built games for the college Tech Fest
  • Zonal Carrom Winner, Inter Engineering Diploma Students Sports Association (IEDSSA), 2025
  • Generative AI Certification, LinkedIn Learning (July 2023)

Want the printable version? Download the PDF or hit Let's Connect to get in touch.