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TanPi
About
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Name:Shri Hari (a.k.a TanPi)

Im a self-taught game developer who loves making cool Projects/Graphics and high-performance stuff. I have build my own engines from scratch to learn understand how everything works.

I work with everything from low-level assembly to modern rendering techniques. I focus on making things run fast and look good.

When I’m not coding, I’m probably doing game jams or experimenting with new ideas. I like to learn, try new things, and push myself.

I like playing games and observing lots of details in them. That helps me understand what makes a game better so I can build games that actually feel good to play.

Credits

TV 3D-Model: Denys Hroshko

Games
Mask/Off
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Mask/Off is a couch co-op puzzle game created during Global Game Jam 2026 (Coimbatore). Built in just 48 hours, this was my first in-person game jam and one of the most memorable development experiences I’ve had.

The event was filled with passionate developers, welcoming community members, and industry professionals who were incredibly generous with their knowledge and time.

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What I Did

This jam pushed me to collaborate closely under intense time pressure, rapidly prototype gameplay systems, and design mechanics that worked well in a shared-screen multiplayer setting.

Play the game: Game Link
View the jam team: GGJ Team Page

Overclocked
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OverClocked is a fastpaced ThirdPerson Shooter Made for Boss Rush Jam 2025 (Jan 2025).

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What i Did

Overclocked is the first full-on 3D game I made. I modeled a few things myself and mixed in some free licensed assets — but I didn’t just drop them in. I optimized them, tweaked their style in Blender, and made sure everything actually fit the game’s look and performance needs.

The vibe? Futuristic and rainy. I used screen space reflections, volumetric lighting, and fog to push that moody rainy-night-in-the-city feel. The shaders were all tuned to look slick without tanking FPS.

The theme for the jam was “Spin”, so I rolled with it — the boss has spin-based attacks, and the whole game kinda spirals around that mechanic.

I made Overclocked mainly to dive deep into 3D environments, shader tricks, and performance optimization — while still delivering a visual style and gameplay that hits hard.

Also, my friend joined as the music composer for this project — and he absolutely crushed it with a stunning soundtrack that brought the whole mood together.

Download & learn more on Itch.io

Escape Vector
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Escape-Vector is a retro-styled 2.5D roguelike shooter where 2D characters are running through a 3D world full of neon chaos. Made this for WhalePass Jam #2 and the theme was "Retro" — so I went full 80s neon shooter vibes.

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What I Did:

The main goal of the jam was to use the WhalePass API — so I integrated it to track XP, unlock achievements, and handle upgrades based on the player’s level. Basically, it's got online progression baked right in.

Now for the visuals — I went for that old-school CRT arcade look. I baked a bunch of lighting directly into textures using Unity, then removed the actual lights from the scene and swapped in emissive maps. That way I got fake-but-fresh lighting with ambient occlusion, while keeping the performance smooth.

To really push the retro style, I used Unity's custom render pipeline and made a post-processing shader that pixelates only specific objects — so the characters and bullets look crunchy, while the environment stays crisp.

Shoutout to one of the cool folks from the jam’s Discord — they helped with the soundtrack, and the music totally slaps with the retro action vibe.

This jam was a 7-day sprint, so it was hectic — but I learned a ton about shader tricks, API integration, and squeezing style into performance.

Web Play & learn more on Itch.io

Storms Ahoy
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Storms-Ahoy is a wave-based shooter where you blast sea monsters from your ship deck while surviving incoming chaos.

This game was made in a team of 6 for the Brackeys Game Jam 2024.2. The jam theme was "Calm befor Storm" — and we took that literally... and also with monsters.

Media:

Screenshot 1

Tech:

What I did:

I handled most of the UI work, programmed the full upgrade system, and did a bunch of the secondary systems — like polish, game flow, and helpers that made the main game smoother.

It was my first proper team collab with 6 people, and it really helped me understand how to *actually* use GitHub in a proper team workflow. Not just push-and-pray — I learned the whole flow: branches, merges, pull requests, everything.

The project lasted 7 days, and we managed to finish and ship the game by working tightly as a team. It was fun, chaotic, and super educational.

You can play it and check it out on Itch.io.

SYSRA
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SYSRA is a 2D platformer made for the GMTK Game Jam 2024. I made it solo in just 4 days — my shortest dev cycle ever for a full game — and it turned out to be my most successful project so far!

Media:

SYSRA Screenshot 1 SYSRA Screenshot 2 SYSRA Screenshot 3

Tech:

What I Did

The theme for the jam was “Scale,” so I built level mechanics around resizing objects to navigate puzzles and progress through tight platforming challenges.

SYSRA was a crash course in time/resource management. With just 4 days, I had to cut every corner that didn’t hurt gameplay — and still make sure it all looked and felt polished.

It taught me how to laser-focus under pressure and deliver results — no fluff, just gameplay that works and feels fun.

Web Play & learn more on Itch.io

Paper-War
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Paper-War is an endless side-scrolling platformer brawler made in just 7 days for the Brackeys Game Jam 2024.1.

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What I Did

The main playable character in Paper War is a soft-body fighter — building and tuning that took a lot of time, but it taught me a ton about Unity's 2D physics system, bone rigging, and texture mapping.

The game features multiple melee weapons like swords, spades, and hammers — each with their own unique properties. You collect these on the go by exploring, opening doors, and defeating enemies.

This was only my second game jam, and I had an absolute blast. Despite the tight timeline, I managed to polish it well and ship everything within the 7-day deadline.

Download & learn more on Itch.io

Realmshift
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RealmShift is a top-down boss-rush shooter made in 30 days for the Boss Rush Game Jam. It was my very first game jam and marked my return to Unity after a long break.

Media:

Screenshot 1 Screenshot 2 Screenshot 3

Tech:

What I Did

With some prior Unity experience, I joined the jam to dive back into game dev — and it paid off big time. I learned a ton about Unity's workflow, game design, and engine architecture.

This was the jam where I first explored using shaders, and it opened up a whole new world of creativity for me. I handled everything from design to polish, making sure the game felt solid and complete.

Special shoutout to a Discord friend who contributed an amazing soundtrack that players really loved!

Try it out on Itch.io

SUPER PIXEL

Super Pixel is my first ever published game that too made on scratch.

Scratch is where i started by game development and i have made several other projects but non is public(even i have lost the project files lol).

Since then i found my spark inside me for game development and i have kept walking with it, Youtube and lots of channels/online resource have held me a lot (a big THANKS to them).

i wish i met my kid version of myself and thank him for not giving up!!

I love to thank everyone even for smalled thing in my life(butterfly effect mate!!)
Projects
PiGL.js
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PiGL.js is a custom WebGL rendering engine and editor built from scratch — vanilla JS and GLSL, no heavy frameworks. Modular architecture, multipass rendering, deferred lighting, post-processing effects. More of a graphics playground than a game engine, and that's exactly the point.

Tech:

What I Did

What I Learned

Powers stylized pixel-art environments and water simulations. Source and docs on GitHub.

Sim-Cade Car Physics
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Sim-Cade Car Physics is a private learning project in Flax Engine — one week, core vehicle systems built from scratch. Tyre grip, suspension response, engine torque, transmission behavior. The goal was to understand how car physics actually work before ever trusting a pre-built vehicle system again.

Tech:

What I Did

What I Learned

Portfolio

Portfolio — you're already inside it. Built entirely from scratch. Three.js for 3D rendering, GSAP for animations, Vite for build. The whole thing is designed to feel like an interactive experience, not a static page.

Tech:

What I Did

What I Learned

Live at itstanpi.github.io

Pi‑Engine

Pi‑Engine is a custom 2D game engine built in Java — rendering pipeline, entity-component system, scene management, real-time input, GUI overlays, all structured for flexibility and performance. Built it to actually understand what an engine is under the hood, not just how to use one.

Tech:

What I Did

What I Learned

Source, engine tools, and example scenes on GitHub.

SYSRA.asm

SYSRA.asm is SYSRA — but in 8086 Assembly, running on DOS. Custom sprite rendering, collision detection, direct screen-buffer management. No libraries, no engine. Just registers, interrupts, and a deep understanding of how old games actually worked.

Tech:

What I Did

What I Learned

Foundation for a retro-style platformer engine. Planning to extend with PC speaker sound, level loading, and rudimentary physics. Full source on GitHub.

AI‑Racing‑Sim
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AI‑Racing‑Sim is a 2D car racing simulator in Python that uses reinforcement learning (PPO) to train autonomous racing agents. Custom simulation environment, RL training pipeline, telemetry logging, real-time policy visualization.

Tech:

What I Did

What I Learned

Full source, training scripts, and demo on GitHub.

2DURP‑GodRays
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2DURP‑GodRays is a post-processing shader for Unity URP that generates dynamic god ray (crepuscular ray) effects in 2D scenes. Fully tunable — Density, Decay, Exposure, Blur, Samples. Demo on itch.io.

Tech:

What I Did

What I Learned

Try the demo or grab the source on itch.io or GitHub.

Physics‑Engine
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Physics‑Engine is a custom 2D physics simulation in C++ with OpenGL rendering. Verlet integration, constraint-based springs and distance joints, basic collision — all from scratch. Built it because I wanted to understand constraint solvers before trusting any engine's physics black box.

Tech:

What I Did

What I Learned

Full source and demo on GitHub.

Vending Machine Simulation

Vending Machine Simulation is a full-stack web app simulating a smart vending machine — QR-based mobile UX, secure wallet and PIN system, admin dashboard for inventory, pricing, and sales analytics.

Tech:

What I Did

What I Learned

Explore the code on GitHub.

Wiki-Interactive

Wiki-Interactive is an interactive solar system webpage — cartoon-style, kid-friendly, real physics simulation via Matter.js. Game dev tricks applied to education. Parallax scrolling, dynamic object rendering, motion-driven interactivity, all in the browser.

Tech:

What I Did

What I Learned

Live demo at Wiki-Interactive Live — source on GitHub.

Community
Game Jam Winner
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1st Place – IMMERSIVEX '26
Sri Ramakrishna Engineering College (SREC)

Secured 1st place among 50+ participants in a competitive game jam. Built a complete and polished game under strict time constraints.

The project was judged by industry professionals and was recognized mainly for visual quality, technical execution, and overall feel.

Won a ₹10,000 prize. More than that, this was my first proper on-stage win after years of grinding.

Global Game Jam
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Participant – Global Game Jam

Took part in Global Game Jam, where developers from all over the world build games within a very short time frame.

It’s a good test of how fast you can think, adapt ideas, and actually finish something under pressure.

These jams are where I experiment a lot and push my limits, especially with visuals and execution.

Community Volunteer
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ATOM Community

I actively help people who are getting into game development, engine development, and graphics programming.

Most of the time it’s answering doubts, explaining concepts, or helping them debug stuff they are stuck on.

I try to make things simpler for others because I know how confusing this space can get when you start.

Speaker & Mentor
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Game Development Basics Workshop
FOSS Club, CIT

I led a full hands-on workshop for 100+ students where I taught the fundamentals of game development from scratch. I didn’t just explain theory, I made sure everyone actually built something.

By the end of the session, every participant had a working game. That was the main focus — not just listening, but doing.

This also helped me get better at breaking down complex systems into simple ideas that beginners can understand.

Technical Presentation
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Pi-Engine Showcase
FOSS Conference, CIT

I presented my custom-built Pi-Engine to 100+ attendees, explaining how the engine is structured and how different systems work together.

Covered things like rendering pipeline, component system, and overall workflow — basically how I think when building an engine.

I also showcased multiple projects built using the engine to prove it’s actually usable and not just an experiment.

Socials
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Itch.io
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@Tan-Pi

YouTube
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@Tan-Pi

GitHub
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@ItsTanPI

Twitter
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@ItsTanPI

Linkedin
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@shriharishanmugam

Discord
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@itstanPI

VHS
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