Computer visionGame development

Hey, I’m Marmik.

For the past decade, I’ve worked on AI for safety through video analytics, specialising in real-time computer vision: designing video processing pipelines with GStreamer and deploying AI on edge devices. I’ve led projects from architecture to production, from two-camera setups to systems spanning thousands of cameras. Along the way, I also spent a short time applying AI to cancer research.

After hours, I make mobile games with the Bevy Engine and build tools for pixel art and audio. It’s where I get to experiment, learn and make things just for the fun of it.

I’m fascinated by hardware, and I’d like to build a company around a physical product of my own. If you have an idea you’d like to explore together, let’s connect.

mlab / pocket playground

Journey2008 — 2024

  1. My first car robot

    I programmed a car robot in C using a P89V51RD2 microcontroller, starting with simple tasks.

  2. Building for the iPhone

    I picked up Objective-C and started making iPhone apps.

  3. Getting into games

    I built my first game for iOS.

  4. Winning Code for India

    A first-place finish with my team at the hackathon.

  5. At Rashtrapati Bhavan

    I had the opportunity to present to President Pranab Mukherjee.

  6. Into machine learning

    I started exploring machine learning.

  7. Language & conversation

    I worked in NLP, building emotionally intelligent, task-oriented dialogue systems.

  8. Computer Vision

    I moved into computer vision and never left.

  9. Back to making games

    I picked up game development again, making time for it after work.

Select a game

Made after hours
Orbital Dodge gameplay: a small ship trails gold as it flies toward a cracked lava planet inside a dotted ring, past drifting rocks and a bright star.

Arcade climber

Orbital Dodge

v3.1.0

Let go of one planet. Get caught by the next. Tap to leave your orbit, ride the next ring and climb toward a beacon 1,000 metres up. Every catch refills your cracked fuel tank, while mines, moons and comets keep you moving. Height is your score.

  • One-tap controls
  • A beacon 1,000 m up
  • Perfect releases & chains

Bevy Engine · Tono Engine · Atelier

App Store

Playable Web DemoComing Soon

Undelivered gameplay: a single-wheel parcel stands beside a person on a lamplit night street.

Physics & delivery

Undelivered

v1.9.1

A parcel has to deliver itself. On one wheel. Catch each wobble, hop the gaps and stop upright at the right door. Carry awkward loads across five worlds, from night streets and lunar landings to stormy crossings, flooded routes and the sorting depot.

  • 75 deliveries
  • Five worlds
  • Seven parcel types

Bevy Engine · Tono Engine

App Store

Playable Web DemoComing Soon

FRAYED title screen: a glowing lantern hangs on its silk beneath Rootwild’s mossy ceiling, above the Hold to enter button.

Swing & survive

FRAYED

v1.4.0

A lantern, a strand of silk, and a long way down. Hold to catch the ceiling and swing; release just before the silk snaps for a burst of speed. Reach 1,000 metres in a run to unlock the next of five worlds, each with its own hazards and distance record.

  • One-touch swinging
  • Five worlds
  • A fresh cave every run

Bevy Engine · Tono Engine · Atelier

App Store

Playable Web DemoComing Soon

VENDALISM gameplay: a snack sits above shelves and ice inside Lex’s blue and purple cabinet, with a mint exit chute below.

Cabinet puzzles

VENDALISM

v1.0.0

Your snack is stuck. Tap left or right and everything loose in the vending machine moves one step that way. Slide on ice, shove crates, unlock doors and keep your snack from hungry ants. Seven nights of puzzles across five machines with opinions, or unwind in the Backyard. No timers, lives or move limits, and any tap can be undone.

  • 350 cabinet puzzles
  • Seven nights + Backyard
  • No timer or move limit

Bevy Engine · Tono Engine · Atelier

Coming Soon

Playable Web DemoComing Soon

Typero

SwiftUI

My first iOS app, released under my own name in 2015. I don’t update it often these days, but I keep it around as a reminder of where I started.

Open source

Art, audio & experiments