Beerkanwar Singh

I build games — and the systems behind them.

I engineer high-performance systems and gameplay mechanics from scratch. Whether it's building O(1) data structures in Unity or resilient microservices in Node.js, I believe in strict constraints, testable architecture, and zero bloat.

World 1: Featured Architecture

Major engineering projects demonstrating architecture, patterns, and full-stack systems.

World 2: Side Quests

Game jams, prototypes, algorithm implementations, and smaller focused scopes.

Guild Notice Board: Active Contracts

Guild Commission Board

Specialized engineering modules & scoped contracts. Available 10–20 hrs/week for indie studios, game teams, and technical founders.

Availability: 10–20 hrs/week
Milestones: $50 – $500
Retainers: $15 – $30/hr
Delivery: Clean Git PRs & Tested C#
Shortcut: C
BOUNTY #01Gameplay Track

Modular Gameplay & Input Systems

Architecture · Interaction · Controls

Decoupled C# event architectures, polymorphic interaction systems, and runtime-rebindable Keyboard/Gamepad/Touch controls.

Scope & Core Deliverables:
  • Polymorphic interaction station hierarchies (eliminating central type-switches)
  • Unity New Input System wrapper with runtime JSON rebinding (Keyboard + Gamepad)
  • Decoupled static C# event busses with leak-free teardown (ResetStaticDataManager)
  • Mobile touch-swipe detection with dominant-axis flattening & input buffering
BOUNTY #02Gameplay Track

Custom Physics, Vector Math & 2D/3D Mechanics

Kinematics · Destructibles · Geometry

Custom raycast/capsule-cast controllers, destructible Tilemap systems, and jitter-free turret/vision math.

Scope & Core Deliverables:
  • CapsuleCast axis-sliding movement controllers (resolving diagonal wall snagging)
  • Destructible Tilemap grid algorithms with radial blast falloff & coordinate transforms
  • Jitter-free 2D/3D field-of-view, line-of-sight raycasts & turret tracking math
  • Dynamic orthographic aspect-ratio camera framing for arbitrary mobile displays
BOUNTY #03Systems Track

Server-Authoritative Multiplayer (NGO) & Game AI

Netcode · Replication · Machine Learning

Cheat-resistant RPC move validation, NetworkVariable state sync, and Unity ML-Agents (PPO) training pipelines.

Scope & Core Deliverables:
  • Server-authoritative RPC validation & NetworkVariable state synchronization
  • Unity Netcode for GameObjects (NGO) match loops, turn orchestration & disconnect safety
  • Unity ML-Agents (PPO) reinforcement learning gym setup, observation sensors & reward shaping
  • Autonomous bot heuristics & anti-desynchronization reconciliation
BOUNTY #04Systems Track

Performance Profiling, Memory Leak Fixes & HTML5 Ports

Optimization · Low-GC · WebGL/Phaser

O(1) data structure optimization, object pooling, MaterialPropertyBlock batching, cross-scene static delegate cleanup, and Phaser web games.

Scope & Core Deliverables:
  • Static event memory-leak elimination & cross-scene delegate cleanup audits
  • Zero-allocation custom object pools & dual-structure O(1) tick collision lookups
  • Draw call batching via MaterialPropertyBlock & GPU instancing optimizations
  • HTML5/WebGL game porting, Phaser 3 game builds & touch responsiveness tuning

Skill Tree

Interactive capability map. Click nodes to highlight where they were used.

Unity Engine (Used in: snake, flappy-bird-rl, kitchen-chaos, minesweeper, flappy-bird, maths-physics-playground, tic-tac-toe-multiplayer, geometry-survival, bomb-massacre)
C# (.NET & Unity) (Used in: snake, flappy-bird-rl, algorithm-benchmarker, kitchen-chaos, minesweeper, flappy-bird, maths-physics-playground, tic-tac-toe-multiplayer, geometry-survival, bomb-massacre, roam)
Universal Render Pipeline (URP) (Used in: snake, kitchen-chaos, minesweeper, flappy-bird, geometry-survival, bomb-massacre)
Unity New Input System (Used in: snake, flappy-bird-rl, kitchen-chaos, flappy-bird, geometry-survival, bomb-massacre)
ScriptableObject Architecture (Used in: kitchen-chaos)
Cinemachine & Camera Systems (Used in: snake, kitchen-chaos, bomb-massacre)
Tilemaps & Tiled Map Editor (Used in: bomb-massacre)
Netcode for GameObjects (NGO) (Used in: tic-tac-toe-multiplayer)
Unity ML-Agents (PPO) (Used in: flappy-bird-rl)
Phaser / HTML5 Canvas (JS) (Used in: complaint-classifier)
Node.js (Used in: resource-hub, complaint-classifier)
Express.js REST APIs (Used in: resource-hub, complaint-classifier)
MongoDB & Mongoose ODM (Used in: resource-hub)
JWT Auth, RBAC & Signed Tokens (Used in: resource-hub, roam)
Python (FastAPI & scikit-learn) (Used in: complaint-classifier, flappy-bird-rl)
Docker & Docker Compose (Used in: resource-hub, roam)
Testing (Jest/Supertest, xUnit/Testcontainers) (Used in: resource-hub, roam)
React 19, Tailwind & Vite (Used in: resource-hub, roam)
SignalR & WebRTC (Real-Time) (Used in: roam, tic-tac-toe-multiplayer)
PostgreSQL & PostGIS (Geospatial) (Used in: roam)
WPF / .NET 8 (MVVM & SQLite) (Used in: algorithm-benchmarker)
Algorithms & Data Structures (Used in: algorithm-benchmarker, snake, minesweeper, bomb-massacre)
Object Pooling Patterns (Used in: flappy-bird, flappy-bird-rl, maths-physics-playground, geometry-survival, bomb-massacre)
Applied 3D/2D Vector Math (Used in: maths-physics-playground, geometry-survival, kitchen-chaos)
Git, GitHub & CI Workflows (Used in: snake, flappy-bird-rl, algorithm-benchmarker, complaint-classifier, resource-hub, kitchen-chaos, minesweeper, flappy-bird, maths-physics-playground, tic-tac-toe-multiplayer, geometry-survival, bomb-massacre, roam)

Player Profile

Hardware specs and background initialization logs.

Beerkanwar Singh

Beerkanwar Singh

Systems / Gameplay
Location
Punjab, India
Education
B.Tech CSE @ NIT Jalandhar
Status
Open for Internships

I am a systems-oriented engineer obsessed with how things work under the hood. While I love designing engaging game loops in Unity, I am equally passionate about architecting the backend services, databases, and APIs that support them.

My development philosophy relies on strict constraints: I write C# and Node.js code that avoids unnecessary abstractions, minimizing GC spikes and keeping memory profiles lean. I frequently implement custom object pools, deterministic data structures, and custom ML pipelines using Python.

When I'm not studying at NIT Jalandhar or participating in Game Jams, I am likely breaking down classic game mechanics, learning low-level C++, or optimizing full-stack applications.

Quests & Experience

Professional timeline, internships, and educational milestones.

Game Development Intern

Aicade (Braincade Technologies Pvt. Ltd.) Remote13 Jun 2025 – 13 Aug 2025
  • Independently developed and published 21 HTML5 games using JavaScript, Phaser, HTML5, and CSS from reference games, concepts, and gameplay prompts.
  • Used AI-assisted development workflows (GitHub Copilot and Google Gemini) for rapid code iteration, debugging, and selected asset workflows while retaining full engineering ownership of the final implementation.
  • Contributed all 21 shipped games to Aicade's platform and RAG pipeline for AI-driven game generation; one title remained in the platform's Top 5 games for approximately 8 months.

Shipped Commercial Release: Snake on Google Play

Beer Studios Android & PCJan 2026 - Mar 2026
  • Engineered and shipped a commercial Snake release on the Google Play Store (`com.BeerStudios.Snake`) built around an O(1) `LinkedList<SnakeSegmentData>` + `HashSet<Vector2Int>` movement and collision core.
  • Built runtime aspect-ratio camera framing (`GridCameraScaler`), cross-platform buffered swipe/keyboard input, native Android haptics, and a 12-segment autonomous attract-mode AI snake.

GMTK Game Jam Entry: Bomb Massacre

GMTK Game Jam itch.io WebGL & WindowsAug 2026
  • Extended Unity 6's 2D Platformer Microgame template under jam deadline pressure with an original "cook-to-throw" bomb mechanic (discrete 1–3 unit blast scaling over a 5s hold timer, backed by a fixed pool of 3 bombs).
  • Implemented circular tilemap crater carving (`DestroyTilesInRadius`), procedural fallback explosion sprite generation, single-scene spawn-point level switching, and Tiled (`.tmx`) level pipelines.

B.Tech, Computer Science & Engineering

Dr. B.R. Ambedkar NIT Jalandhar Jalandhar, Punjab2023 – 2027 (Expected)
  • Coursework and independent engineering across Data Structures & Algorithms, Operating Systems, Computer Networks, Database Management Systems, and Machine Learning.
  • Built campus-scale architectural prototypes including the NITJ Academic Resource & Notes Exchange System and the Student Complaint Classifier System.

Communication Link

Looking for a systems-oriented engineer or a dedicated gameplay programmer? My inbox is open for internships and full-time opportunities.

Player

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