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Phani Teja Koti

I am a game developer with a passion on combat design. My passion makes me work closely on game design, systems design, technical design and animations, AI, balancing and many more. I have a great interest in using game design throughout technologies like extended reality, Artificial Intelligence, metaverse and all the other human innovations that are waiting for us to explore.

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Melee Ranged

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Melee

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Ranged

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Melee

Boss Fight and Enemy Designs

Below is my latest project showcasing 4 different AI enemy design and a boss fight. Click on an enemy for further breakdown or scroll down to view my other projects.

Pillars of Misfortune

First Person Shooter

Pillars of Misfortune is a fast-paced First-person action shooter set in a fantasy environment with dragons and monsters. Experience the power fantasy with different weapons, like igniting laser, multi shot grenade launcher and more. With a smooth character movement, platform through different encounters and reach the final destination.

Highlights:​​

  • Weapons

  • Systems & Enemies

  • Encounter Design

Manufactory

Collaborative Real-time Strategy

In Manufactory play as the manager of a toy factory assigning workers to different tasks, upgrade machinery and maintain the stakeholder requirements. Beware of the workers, break the 4th wall to mess with you as they gain awareness that they are in a video game.

Highlights:

  • Gameplay Mechanics

  • Balancing and Upgrades

  • Narration, Quests and Progressions

Siri Makes a Game

Collaborative First person VR

You play as a game developer who uses AI Siri to make a video game.  This is a short narrative game where the developer prompts Siri with instructions. However, Siri misinterprets the developer's intentions and makes a comedic game. 

The intention of the game is to show that AI is not one and do at this stage. It helps speed up the development process with assists.

Highlights:

  • Funny Weapon Designs

  • Simple Gameplay Loop

  • VR locomotion - Fluid 3Cs

  • Audio and Effects

The Lost House

Point and Click Adventure

Player is stuck inside a house that loops infinitely. Players has to unravel the mysteries with interaction. Environment story is the key aspect of this game which is done with lights, sounds and environmental changes. The game was inspired with by the 2014 Kojima Productions' PT. The has a final puzzle that ends with a cutscene.

Highlights:

  • World Systems

  • Gameplay and Level Design

  • Set Dressing

Realistic Environment: Realtime Lighting & Rendering

Collaborative Art Project

​​This project is to demonstrate Realtime Lighting in Unreal Engine 5.

 

All shots have lumen and Raytracing enabled with strong control. The first project demonstrates a chess board with a strong camera angle and uses different Unreal Lights. All the lights and camera parameters were closely controlled to produce shadows, highlights, bounce lights, image composition, etc. A 3D-scanned Pokémon toy prop was also used to make the project challenging with color variation.

 

The second project is an indoor-only lighting for 2 rooms. All skills learned from the previous lighting project were used to make the environment look hyper-realistic. The use of a limited number of indoor lights produces reflections, shadows, highlights, and ambiance for the entire set dressed rooms. Some models created by an artist and some of the others were from Sketchfab.

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