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sayantan2000/README.md

👋 Hi, I’m Sayantan

Real-Time Systems Engineer | Professional Game Developer 3+ Years Production Experience | Unity & C#

I build gameplay systems, tools, and architectures designed to survive the chaos of live production. I specialize in the bridge between "it works on my machine" and "it works for a million players."


🧠 What I Bring to the Table

  • Scalable Gameplay Systems: Architecture that accommodates feature requests without structural collapse.
  • Legacy Code Specialist: Navigating and improving large, tightly-coupled projects without needing a "total rewrite."
  • Tooling & Frameworks: Developing custom Editor tools and reusable systems that actively reduce tech debt.
  • Hardcore Debugging: Solving those "2 AM, device-specific, post-hotfix" nightmares.

🛠 Tech Stack

Category Tools & Languages
Languages C# (Production-grade), C++ (Systems & Fundamentals)
Engine Unity (Gameplay, Editor Scripting, Tooling)
Specialties Modular Architecture, Performance Optimization, Tweening/Animation Systems
Workflow Git, Refactoring Live Codebases, Debugging Complex Interdependencies

🧩 Engineering Philosophy

  • Readability > Cleverness: Code is read much more often than it is written.
  • Scalability is a Requirement: If it doesn’t scale, it’s a prototype, not a product.
  • Correctness over Convenience: "It works" is the start of the conversation, not the end.
  • Future-Proofing: I write code today so that "Future Me" doesn't have to spend his weekends fixing "Past Me's" shortcuts.

🤝 Let’s Collaborate

I’m interested in serious projects that require high-level technical ownership:

  • Core Gameplay Systems & Mechanics
  • Custom Developer Tools & Workflow Automation
  • Production-ready Prototypes

Requirement: Clear goals, realistic scope, and mutual respect.


📬 Connect with Me

LinkedIn | Portfolio


I write code so future me doesn’t curse present me. It doesn’t always work, but I try.

Pinned Loading

  1. MeshBoolean MeshBoolean Public

    Forked from KaimaChen/MeshBoolean

    Make Boolean Operator on Mesh. In Unity.

    C#

  2. Ray-Marcher Ray-Marcher Public

    Forked from GarrettGunnell/Ray-Marcher

    That thing literally everyone makes

    C#

  3. Ray-Tracing Ray-Tracing Public

    Forked from SebLague/Ray-Tracing

    C#

  4. Chess Chess Public

    A basic Console Level Implementation of the chess game

    C++

  5. Computational-geometry Computational-geometry Public

    Forked from Habrador/Computational-geometry

    Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, ear clipping, convex hulls, me…

    C#

  6. OpenGlCore OpenGlCore Public

    Learning OpenGl

    C++