Design
STEMscape

System Design
STEMscape is a VR escape room game which provides a hands-on, interactive learning experience that builds critical thinking and problem-solving skills. I conceptualized and implemented the core gameplay mechanics and designed all three rooms, ensuring the experiments were both engaging and aligned with STEM learning objectives. I conducted and supervised playtest sessions to gather user feedback, iterating on the game to polish its mechanics and user experience. I also created 3D assets and integrated them into Unity.
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Blaze In The Blizzard

System Design
Blaze in the Blizzard is a hypercasual PC game we developed during a three-day game jam. Our game reimagines the Spleef minigame from Minecraft, challenging players to survive on a tiled ice field where tiles break after being stepped on. I crafted the core gameplay loop to fit all three game jam themes, and designed the AI logic for enemies. I also created multiple shaders in Unreal for the character and enemies.
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DuaLITy

System Design
Created in 3 days for the 2022 Epic MegaJam, prior to which no one in the team had any Unreal Engine experience. I wrote the Game Design Document, created the gameplay flow and defined the game system and mechanics. Outside of this, I created the animation blueprints for the character, and implemented certain blueprints for the functionality.
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Cooking Channel : Chef Cook Off
Content Design
Worked on Cooking Channel in LiveOps as an Intern Designer at Nukebox Studios. My work involved creating detailed presentations about new restaurants, designing the interiors, defining the mechanics as well as documenting the FTUE. I was also involved in data-driven level balancing, character design, playtesting and some narrative tasks.
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Hall of Nightmare

System Design
This was my first attempt at designing as well as game development. Created as a part of our graduation course in the first year, my work involved designing the levels, pacing and leading the player through the levels. I also worked on implementing the animations, scripting the character controller as well as creating custom textures for the walls.
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Art

Created entirely on Blender. All assets were made by me apart from the cherry blossom trees. Ideated creating a serene environment which I then posted on r/art. Based on user feedback, I was able to improve certain elements of the render such as the pace and the leaves direction. After these changes, I uploaded this render to Wallpaper Engine where it currently has over 5000 downloads.
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Meteor Crush
Part of the hackathon organized in our university by Zynga Games. As they provided us with a design document, I was unable to work as a designer on the same, and so worked on the art of the game.​
Created entirely on Aseprite, on which I had no prior experience before this hackathon. I created the background, ships and some more assets. Additionally worked on implementing parallax effect through scripts in Unity.
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One of the first projects I undertook when I started learning Blender.
Inspired from the concept of isometric game rooms, I wanted to create a vaporwave scene. Researched regarding what kind of elements should be included in the same, and then created them all from scratch.
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