An illustrated traveler looking toward a fantastical workshop city across turquoise water.

Field notes / 2026

The long wayto a good idea.

Games, interfaces, web experiments, and machine-made tools—mapped by Rishabh Surana.

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Game developer × multidisciplinary designer

RishabhSurana

I’m a college student building across games, interfaces, the web, and AI/ML. I like making things people can play with, use, and explore.

Original storybook illustration of a traveler approaching a workshop city, observatory, and greenhouse.
Waypoint 01Playful systems live here
  • TypeScript
  • React
  • Three.js
  • Canvas
  • Socket.IO

01 / Compass

Different tools.
One curiosity.

I move between game logic, visual systems, browser experiments, and AI prototypes. The through-line is interaction: how a person learns a system by touching it.

02 / One continuous trail

Things built
along the way.

Five documented projects, kept together rather than split by discipline. Product captures are labelled; original illustrations fill the gaps without posing as evidence.

DO NOT SAY IT game interface showing a dark corridor, progress panel, and speech controls.
Product capture / DO NOT SAY IT

DO NOT
SAY IT

A voice-controlled deduction game where words have consequences.

Four objectives, English/Hindi/Hinglish commands, and typed fallback when voice services are unavailable.

  • TypeScript
  • Three.js
Play ↗Source ↗
PixelSplit browser interface with a sprite-sheet upload drop zone and extraction settings.
Product capture / PixelSplit

Pixel
Split

From sprite sheet to individual sprites, in the browser.

Connected-sprite extraction, configurable thresholds, and ZIP import/export, processed locally with Canvas.

  • JavaScript
  • Canvas API
  • JSZip
Open tool ↗Source ↗
EcoScan AR welcome screen explaining camera-based object scanning for recycling guidance.
Product capture / EcoScan AR

EcoScan
AR

A camera-based guide to recycling everyday objects.

Browser camera input, object detection, and practical disposal guidance.

  • JavaScript
Open app ↗Source ↗
Original illustrated accessible kiosk pavilion with eye-line and voice-wave motifs in a floating garden city.
Original concept illustration / not a product screenshot

Hush
Access

Exploring hands-free interaction for accessible kiosks.

A prototype with gaze interaction, voice concierge, adaptive profiles, and a data-vault interface.

  • ethers.js
Source ↗
Original illustrated impossible mansion with investigators in separate rooms linked by a turquoise signal trail.
Original concept illustration / not a product screenshot

Murder
Mystery

A multiplayer prototype built around shared rooms.

Room codes, shared movement, collision detection, and sprite animation with a Socket.IO backend.

  • React
  • Socket.IO
  • Express
  • Canvas
Source ↗

03 / The workshop

How I like
to make.

  1. 01

    Find the playable idea

    Turn an abstract problem into a rule, gesture, or feedback loop someone can understand by trying.

  2. 02

    Build the honest core

    Start with the smallest version that proves the interaction. Keep fallbacks close and claims closer to evidence.

  3. 03

    Give it a world

    Use art direction, motion, copy, and sound only when they help the system explain itself.

  4. 04

    Leave a clear map

    Accessible controls, understandable code, and a handoff that says what is finished and what is not.

04 / About the traveler

Curious by default.
Specific by design.

I move between game development, UI/UX design, web development, and AI/ML. This is a collection of that exploration—not a claim that every path is finished.

The best projects here make their rules visible, invite participation, and still work when the clever part fails.

05 / Contact

Have an idea
worth building?

GitHub is my currently verified contact route.

Contact me on GitHub