
what about changing my background with this???

@rahul
i am a introverted indie game developer who found my audience not through flawless game releases, but through my spectacular failures.

what about changing my background with this???

home stuffs!!
Milestones and updates
I’ve always preferred the company of machines to people. Machines make sense. If a program crashes, there’s a logical reason for it. A missed semicolon, a memory leak, a null reference—you find the bug, you fix the bug, and the world is right again. People aren't like that. So, naturally, I spent my teenage years barricaded in my bedroom, bathing in the blue light of two monitors, learning how to code. I had the social skills of a compiler error, but I knew how to make pixels move on a screen, and to me, that was magic. When I graduated from college, I didn't want to go work for some massive tech conglomerate optimizing ad-click algorithms. I wanted to make games. Specifically, I decided I was going to build the ultimate 2D hyper-casual game using Unity. It was the perfect genre for a solo developer—simple mechanics, addictive loops, and supposedly easy to monetize. I had it all mapped out in my head. I was going to be the next indie darling, sitting on a beach somewhere while passive income rolled in from in-app purchases. I spent two entire years locked in my room building this game. Two years of turning down social invitations, surviving on instant noodles, and staring at Unity's interface until my eyes bled. I wrote custom physics, designed hundreds of tiny 2D assets, and polished the UI until it shined. I was so fiercely protective of my "masterpiece" that I didn't show it to a single soul. I was terrified someone would steal my groundbreaking idea of... well, a square jumping over triangles. Then came launch day. I had my coffee ready. I hit publish on the app stores. I sat back, refreshed the analytics dashboard, and waited for the server to crash from the sheer volume of players. An hour passed. Zero downloads. A day passed. Three downloads (two were my parents, and one was me testing the live build). But the real nightmare started on day three. A few actual organic players stumbled upon it, and the reviews started rolling in. It was a bloodbath. My collision detection, which worked perfectly on my high-end PC, completely broke on standard mobile screens. Players were falling through the floor. The addictive loop I spent months designing was universally described as "boring" and "literally unplayable." It didn't just fail; it spectacularly imploded. I had spent two years of my life building a digital paperweight. The burnout hit me like a physical punch to the chest. I didn't open my laptop for a month. I lay in bed, staring at the ceiling, feeling like an absolute fraud. I was broke, unemployed, and my one big shot had misfired so badly it was comical. One night, purely out of frustration and a weird need to vent, I set up a cheap webcam. I hit record and just started talking. I didn't brush my hair, I didn't write a script. I just opened up my Unity project file on screen and spent forty minutes brutally roasting my own code. I showed the internet the horrific "spaghetti code" I had written for the enemy AI. I demonstrated how a simple physics glitch made the main character vibrate uncontrollably and launch into the stratosphere. I titled the video "Why My Dream 2D Game Was a Complete Disaster" and uploaded it, figuring maybe three people would find my misery entertaining. I woke up to fifty thousand views. I panicked. I thought about deleting it. But then I started reading the comments. They weren't laughing at me; they were laughing with me. More importantly, the comments were filled with other developers. "Bro, I did the exact same thing with my rigidbodies last week," one read. Another said, "This is the most honest game dev video I’ve ever seen. Thank you for making me feel less alone." That was the lightbulb moment. My product was a failure, but my process—my mistakes, my messy, trial-and-error reality—was incredibly valuable. I pivoted entirely. I stopped trying to be a secretive genius and started building in public. I created "devlogs" where I documented every single bug, every stupid mistake, and every minor victory in my coding journey. I realized that thousands of people out there wanted to learn game development, but they were intimidated by the polished, perfect tutorials online. They needed to see someone fail, debug it, and try again. However, as my audience grew, I hit the algorithmic wall. Mainstream video platforms don't know what to do with a 45-minute deep-dive into C# scripting or a 2D physics engine. The algorithm wants fast-paced, high-retention entertainment. It wants me to do a viral dance, not explain object pooling. My reach was constantly being throttled, and the ad revenue was a joke. I was making highly technical, educational content, but the platform was paying me pennies and taking the lion's share of the ad revenue generated by my highly targeted audience. That’s what drew me to vTogether. As an engineer, I look at the architecture of a system. The traditional creator economy is a bad system with a massive memory leak—the value is leaking entirely to the corporate backend. vTogether's 95/5 revenue model isn't just a perk; it’s a bug fix for the entire industry. It means I don't need a million casual viewers to survive. I just need my dedicated core of fellow code-monkeys. Moving my devlogs to this platform allowed me to actually make a living teaching and sharing my process. I host live code-alongs here, share my raw project files, and we debug things as a community. I’m no longer a lonely guy in a dark room trying to build the perfect app. I’m part of a massive, decentralized studio of learners. I still haven't made a hit game. But I’ve built a career, a community, and a life out of my failures. And honestly? That’s the best code I’ve ever written.