Prajin Sudhakar's Work | ContraWork by Prajin Sudhakar
Prajin Sudhakar

Prajin Sudhakar

Creative product designer using 3D printing and software

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Followed by Ergini K, Akshaiyan S, and GALLERY L
Cover image for Kage (影): the woodblock prints
Kage (影): the woodblock prints of Tsukioka Yoshitoshi, the artist who watched the samurai disappear, brought back to draw Japan in 2026. I wanted to look at the samurai, not for the swords, but for what they stood for: loyalty, discipline, respect. And then ask where those values went in Japan today. Digging through The Met, the Art Institute of Chicago and Mia, I found Tsukioka Yoshitoshi, an artist who watched the samurai era end in real time. One of his prints from 1865 literally shows a samurai watching a steamship arrive, and that became the whole idea. I built a Recraft Style from his moonlit prints and called it Kage (影), which means shadow or reflection. In every piece, someone from modern Japan is followed by the samurai version of what they're doing: a salaryman's bow, a delivery rider's sense of duty, a kid putting his phone down so the water can finally go still. The values didn't disappear. They just changed shape. (Generated with the Kage Style in Recraft V4.1, colour refined with Recraft's Edit tool, two prints animated in Recraft Studio.)
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Cover image for VELOCITY turns a single drop
VELOCITY turns a single drop of water into a hero launch for audio products. Built using the SVGator MCP and designing the products manually with Blender, the template pours water onto any headphone image and floods it into shape, because water takes the form of whatever it fills. That fluidity is the point: creators can swap the product render, brand colours and copy while the animation stays the same, making it ideal for product drops, colourway launches and pre-order campaigns.
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Cover image for The Trial of Fear is
The Trial of Fear is a short first-person horror game I made in Rive for the Halloween challenge. I wanted to build a game that creates and builds genuine fear within the player, adding twists and turns throughout the game to make it feel exciting but horrifying. How I built it: I came up with the ideas and used Claude Code with the Rive CLI to build it. The scene is written in RML and the game runs on Luau scripts. All the 3D stuff (the fog, candlelight, moonlight, the portal and the creatures) is custom WGSL shaders on the GPU Canvas. Data binding and state machines handle the fear and oil meters, the captions and the title. After that I went into the Rive Editor and did some parts by hand. I changed how the lantern glow flickers, made the line under the title draw itself, and added the stars under it. I'm going to keep working on it after the challenge, with more polish, fixes and hopefully more trials, so there are updates coming. The narrator voice is from ElevenLabs and many of the character models were made using Blender and Fusion 360 as well as from Tripo and TRELLIS.
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Collet: Revision Control for Hardware Development
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