Hi this is,

TANMAY NEEMA

Technical Artist | Unity & Unreal Tools Programmer

I'm a Technical Artist and programmer with deep experience in both Unity and Unreal Engine, focused on tool development, pipeline optimization, and bridging the gap between art and code.

I specialize in building custom procedural tools and designer-friendly systems that speed up production without sacrificing visual quality — always eager to learn new languages or rendering techniques as the team requires.

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Before you scroll further —

A QUICK LOOK AT MY WORK

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ABOUT ME

Skills & Experience

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Projects In Development
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Iteration Time CutProcedural Wire Tool
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Saved Per LevelFoliage Scatter Tool
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Selected for IGDC

Experience

January 2026 - Ongoing

Lead Programmer & Technical Artist

Aaji vs Mumbai: The Last Chai

January 2026 - Ongoing

Gameplay Programmer & Technical Artist

Hoppity-hop

February 2025 - October 2025

Gameplay Programmer & Technical Artist

Lumin

Education

August 2023 - July 2027 (Expected)

B.Design, Game Design and Development

Artemisia College of Arts & Design, Indore

Activities

2025

IGDC 2025 Showcase — Exhibitor

"Best Groups" selection for Lumin

Global Game Jam

Programmer

Programmed and shipped a fully playable game in 48 hours as part of a cross-disciplinary team

Technical Skills

Custom Editor Tools

Procedural
Generation

AI Implementation

Game Optimization

VFX & Particle Systems

Rigging & Animation

Shader Development

Core Arsenal

Unity
UE
Unreal Engine
C#
C#
M
Maya
Ps
Photoshop
VS
Visual Studio
SD
Substance Designer
Pr
Premiere Pro

SECONDARY SKILLS

Git
Git
GH
Github
J
Jira
Trello
Miro
Miro
Diversion

Soft Skills

Multi-Project Management

Cross-Disciplinary Thinking

PROBLEM SOLVER

PROJECTS

Selected Work

Games

★ Featured Games

Aaji vs Mumbai: The Last Chai

3rd place in the college's game dev competition — still in development, but trusted with IGDC 2026 selection and sponsorship anyway. A wave-based 3D FPP zombie shooter set in Mumbai.

Unity C# Node-Based Architecture Procedural Generation
★ Featured Games

Hoppity-Hop

🥇 1st place in the college's game dev competition, selected for IGDC 2026 — built enemy AI and NPC behaviors for seamless player interaction, alongside a responsive 3D HUD and a scalable dialogue system, in Unreal Engine 5.7.

Unreal Engine 5.7 Blueprints/C++ AI Behavior Trees UI/UMG
★ Featured Games

Lumin

Selected for IGDC 2025 — an interactive pan/zoom camera and photo-capture mechanic tied into a custom UI journal and quest system, with hand-authored prototype shaders.

Unity 2D C# UI/UX Architecture Shaders R&D

Editor Tools

★ Featured Editor Tools

Visual Node System

Custom, visual sequence-based node system similar to Shader Graph that drives core wave mechanics — gives designers full modular control to script, tweak, and override variables per wave without touching code.

Unity Editor Scripting Node-Based Architecture
Editor Tools

Procedural Spline-Based Footpath System

A data-driven Unity Editor tool that turns a hand-drawn spline into fully mitered, terrain-conforming path or road geometry — live, in the editor, with zero manual mesh placement.

Unity 6 Splines Package Procedural Mesh Deformation Editor Tooling
Editor Tools

Vegetation Scatter Tool

A custom Unity Editor extension for painting trees, bushes, and rocks directly into a scene — brush-based placement, slope-aware rules, and full Undo support, written from scratch in C#.

Unity 6.3 LTS Editor Scripting Strategy Pattern
Editor Tools

Wire Placement System

A custom Unity Editor toolset for rapidly placing, tuning, and optimizing procedural utility wires in open-world scenes — click-to-connect placement, physically-inspired sag, and a one-click bake/unbake pipeline.

Unity Procedural Mesh Generation SceneView Handles & Overlays

Shaders & VFX

★ Featured Shaders

Water Spray Shader & VFX

A customizable water-trail shader built in Shader Graph for Unity's Particle System — time-based UV panning drives the fluid motion, depth-fade softens intersections with the ground, vertex color hooks into per-particle color/alpha, and normal mapping gives the flat trail real volumetric lighting.

Shader Graph Unity 6 VFX
Shaders

Interactive Energy Shield & Dissolve VFX

A modular sci-fi energy shield built in Shader Graph — procedural twirl and zoom give it a swirling energy flow, vertex displacement lets it dent and ripple in real time as characters pass through it, and a noise-driven dissolve handles clean activate/deactivate transitions.

Shader Graph Unity 6 VFX
Shaders

Retro CRT Post-Processing Shader

A full-screen URP post-process shader that emulates a vintage CRT monitor — rolling scanlines, multi-tap chromatic aberration for analog signal bleed, and a global color tint, all built as a single Full-Screen Pass over the final frame.

Shader Graph URP Post-Processing

GET IN TOUCH

Contact Me

Hey you! I'm open to joining a team or jumping into a collab. If you've got an idea and need someone who can bring it to life,
just reach out.

Nothing happen? Email me directly — jaggi1250@gmail.com

© 2025 Tanmay Neema

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