I'm a final-year Game Design student, and during my student years, I've been actively building and shipping games on Play Store and Steam. I've worked on different genres, participated in game jams, designed tabletop experiences, and earned Best Intern recognition through my internships.
While designing games I care about both a product to scale and an emotion to deliver.
A hyper-casual mobile game where you pull your dog character toward bones to grab them.
Hyper-casual has to feel good in the first 3 seconds. so i design in such a way it attracts in first 3 to 5 seconds.
I chose a dog-and-bone theme because it's easy to instantly understand the goal.
In hyper-casual, the entire game is the core mechanic. If the Core Mechanic isn't fun, nothing else saves it.
A Rage based game where you navigate through tight corridors and every tiny mistake sends you back to the checkpoint.
when I moved from paper prototype to greybox, the fun had disappeared. It was just rage. Pure frustration, The game felt unfair.
I listen to my senior "Good gameplay is about building tension and then releasing it. that's why checkpoint is there after every difficult section.
Difficulty alone isn't design, balance is what makes it playable.
Morphionix
In development
A casual mobile game inspired by Carrom.
Carrom is a PvP or player vs bot game, not single player. I designed Carrom into a single player experience.
making carrom from pvp to singleplayer was hard, so i added beat your own score logic.
Designing for a familiar experience is harder than designing from scratch. Players come in with expectations. Meeting those expectations while still surprising them is a real design challenge.
A physical card game for children that teaches the basics of the food chain.
Educational games for kids often feel like homework. So i design a game that's genuinely fun.
The game follows exact food chain order. The base of the game is, bigger eats smaller, I leaned into that structure so kids easily understand the concept just by playing.
Designing for children means no complex rules, if a rule needs explaining more than once, it's not for kids.
A 2D narrative-driven College Project with anti-gravity as its core mechanic. Built 3 fully playable levels solo in just 2 days.
Most student narrative games were story without gameplay, or gameplay without story. I understood the gap, and filled it.
Every obstacle was built specifically around anti-gravity, nothing felt borrowed from a different game. Because gravity wasn't there.
Rapid prototyping under pressure reveals With only 2 days, no time to overthink, Trust my instincts, test fast, and cut anything that didn't serve the core experience.
A slot-machine-based mobile game with village building, raids, and social attacks. One of the highest-grossing casual titles globally.
The spin loop, variable reward through slots drives retention.
Layers gambling psychology on top of social competition on top of a progression loop.
How designing for emotion (jealousy, triumph, urgency) is just as important as designing for mechanics.
A small indie title โ an open-world exploration game about hiking to a mountain peak.
Explore and collect golden feather.
Every NPC, trail, and small moment feels placed with intention.
Games emotionally touch your heart if it's having complete emotional arcs.
Unity
Unreal
Photoshop
Figma
Miro
Google Docs
Open to game design roles, collaborations, and interesting projects.