Game development
systems you can play
Gameplay systems, engine work and level design in Unity and Unreal. Where I learned to think in 3D space — and still the work I care about most.
Game & VR developer · 3D artist
Gameplay systems and VR in Unity and Unreal Engine 5, props modelled in Blender, and the RCAAS.tech studio, where LiDAR-captured places become Gaussian-splat tours in the browser. A geomatics degree underneath it all.
Gameplay systems in Unity and Unreal — movement, combat and AI that feel right.
Worlds on real terrain, built from LiDAR and survey data.
And the props that fill them, modelled in Blender.
Keep scrolling and I will take one apart — the way I build them.
Movement, combat and enemy AI: state machines, input buffering and tuning curves, iterated until the controller disappears in your hands.
Unity and Unreal Engine 5. Editor tools and ScriptableObject pipelines, Blueprints where they help and C++ where they do not — profiled until it holds its frame rate.
A geomatics engineer's habit: LiDAR scans and survey data become terrain, so a level can sit on a real valley instead of a guessed one.
Builds you can download and play, props you can spin on Sketchfab, and the site you are on, rendered live in three.js.
right now
Real places, captured with LiDAR, become Gaussian-splat tours anyone can walk, fly or orbit through in a browser — authored in a private studio, published with enquiries and bookings built in.
Putting people inside captured places at full scale: room-scale VR for standalone headsets, built with game-engine tooling on the same captures the tours use.
record
the games
PC builds where the engine work is the point — terrain tooling, movement systems and levels that teach themselves.
three fields
They look separate on a CV. In practice they all come down to modelling space and then making it interactive.
systems you can play
Gameplay systems, engine work and level design in Unity and Unreal. Where I learned to think in 3D space — and still the work I care about most.
one prop at a time
Props modelled in Blender, from a wooden crate up: shapes, materials and lighting, published on Sketchfab and ArtStation as they land. The newest of the three.
real places, scanned
Real places captured with LiDAR and turned into Gaussian-splat tours, or terrain a level can stand on. Where the Geomatics degree earns its keep.
shipped
what I do
Most projects are some combination of two or three of these.
Gameplay systems, prototypes and vertical slices — engine work, level design and the tools underneath.
Headset and browser VR — getting around, picking things up, and a frame rate that holds past the first minute.
Low-poly props modelled in Blender, lit and ready to drop into a scene.
Editor tools and importers that keep content moving, scan-to-engine included.
Real places captured and published as Gaussian-splat tours that open in any browser.
Raw scans turned into terrain a level can stand on, or layers you can act on.
three.js scenes that load fast and hold their frame rate, like the ones on this site.
skill tree
Engines, 3D tools and the capture work underneath. Each one unlocked by something that shipped.
24/27 unlocked
unlocked by shipping, not by rating
player profile
Games taught me to think in 3D space, a Geomatics degree taught me to measure it, and LiDAR is how real places get into it. Today that overlap is my job: at RCAAS Technology I build VR and the studio platform that turns captured places into tours people can walk through.
Lately I model my own props in Blender as well. They go up on Sketchfab and ArtStation, and the finished ones land in my work.
faq
The things people usually ask first. Anything else, just send it over — I reply within a day.
Game and VR development first — gameplay programming, prototypes and tools in Unity or Unreal — then 3D props, virtual tours and LiDAR capture. I build VR and the studio platform at RCAAS Technology, and take on freelance or contract work alongside it; I am based in Kathmandu and work with teams in any timezone.
Unity with C# or Unreal Engine 5 with C++ and Blueprints for games, Blender for props, and three.js with Gaussian splats when a scene has to open in the browser.
I studied Geomatics, so a real place is something I can measure rather than guess. LiDAR scans and survey data become terrain and splat scenes, which matters the moment a level has to sit on real ground.
Yes. Scoping, the prototype, the build and handover. I would rather own the whole thread than pick up a half-finished one, though I am happy to do either.
Yes, and that side is newer: low-poly props in Blender, modelled, lit and published on Sketchfab and ArtStation. Each one is on the work page with a viewer you can spin.
Email me with a paragraph about what you are building. I usually reply within a day, and I will tell you honestly if it is not a good fit for me.
reviews
Short projects, long conversations.
Prabhat took a rough brief and came back with something we could actually run ourselves. He was straight with us about what was worth building and what was not, and the site has been steady since the day it went up.
We came in with a spreadsheet and a vague idea of a map. Prabhat turned it into something our dispatchers actually use every day, and he explained the trade-offs in language we could follow.
Deadlines held, and the handover was the easiest part of the project. Everything was documented well enough that our own developer picked it up without a single call.
talk to me
Open to game and VR development first, then 3D props, virtual tours and LiDAR work — freelance or full time. Tell me what you are building.
write to me
prabhatbhusal777@gmail.com