Whodunit: A Generative Model for Murder Mysteries asan Information Game

This research focuses on creating a model to generate information for a narrative-based game of murder mysteries. The literature review aspect of this research will review previous related research works in the subject of procedural narrative generation, explains the concept information game in
the context of murder mysteries as well as on how the narrative structure of murder mystery stories in fiction can assist us in constructing a model that can generate information for a game experience.
I developed a proof of concept using the existing knowledge about the structure of murder mysteries and procedural narrative generation in a way that it can provide information for a murder mystery narrative-based game. After developing this proof of concept, I tested the prototype using a human-computer interaction method called Wizard of Oz. I hypothesized that this prototype is able to provide narrative information coherently for a compelling narrative experience with a believable cast of characters that can evoke feelings of suspense and surprise. By surveying participants after the play-tests, we concluded that the proof of concept can create a coherent narrative experience with a believable cast of characters in a way that it can create the feeling of suspense in players, but it was not able to create the feeling of surprise on the revelation of the culprit for most users. Based on this study, the prototype was also able to create a generally compelling narrative experience for the users.
You can read the full thesis at:

Games and Visual Experiences


Soliloquy is an experimental visual experience with dream-like visuals that is about archetypes and the meaning of life. Stuck in the random patterns of a dream, maybe those words that each animal emits might help you find some meaning in this spiral?

Download and Play now from:

Games and Visual Experiences


Rupture is a game developed as a submission for AI & Games jam 2021. This game experiments with a different approach towards the concept of death in games. As you die, your “consciousness” transforms to the nearby enemies and you can experience the game through their bodies.
Story of the game is narrated through various terminals that the player can interact with.
I worked as the story writer, game designer, level designer, and programmer for this game

Download or play at:

Games and Visual Experiences

The Passage

The passage is a small game that I developed for GAMERella 2020 game jam. It tries to experiment with the notion of nothingness and absurdism within a game experience. I worked as the game designer, animator, programmer, and writer for this game.

Download and play at:

Programming Adventures

Procedural Terrain Curve Generator Using Bezier Curves

This project has been developed with the help of Nick Jensen’s tutorial for the final project of COMP691F using Unity 2018.1.5f1.

This is a tool that will generate endless and procedural curved mesh for terrain using Bezier curves. You can assign this code to an object(e.g a quad) to create a random yet unique procedurally generated curve.

Below link is a video showing this tool in work:!Ahb7xLKjv-Nk3nn0PVeVaTQBj0AI

Programming Adventures

Procedural Landmass Generation

This project has been developed with help of Sebastian Lague’s tutorial as the final project for COMP6311 course and uses perlin noise in Unity 2018.1.5f1 to procedurally generate endless terrain and map.

You can switch to different types maps such as noise, falloff or mesh and change the properties of noise to get the desired effect for the map and even flatshading as a shading option.

The map is textured and blends different types of texture and with a character you can walk on it and move around the map infinitely!

Also by implementing custom assets you can create different height map, mesh and texture settings and save them all. 

Bellow is a video clip on how this project works progress: