Original 3D animations made from imagination in Blender during college Year 2 — no tutorials, published on Instagram
Twelve years of game-dev aspiration met a new laptop and produced this series. Every scene was conceived mentally and built from scratch — geometry, materials, lighting, camera animation — with no reference tutorial or copied node setup. Consumer hardware imposed a polygon budget that became a deliberate low-poly aesthetic. When the rendering ceiling became hard, it was read as a resource problem rather than a creativity problem: get the capital first through software development, then make the work at the intended scale.
Blender approximately version 2.93 LTS for modelling, shading, keyframe animation, and rendering. Polygonal modelling with loop cuts and extrusions. Principled BSDF materials with minimal texture maps to stay within the laptop's VRAM budget. Rendered sequences exported as MP4 and posted to Instagram @ddr4_karanveer.
First game built at age 9 — skybox, water terrain, enemy AI, and the origin of the Xczer identity
Animated WebGL launch-announcement page with GLSL shaders, Supabase waitlist, and SMTP email confirmation
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