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PROFESSIONAL
SELECTED

PROFESSIONAL PROJECTS

NIGHTHOLME

Owner of 3Cs, skills, enemy design, and overall combat gameplay experience for a PvEvP extraction title.

NIGHTHOLME

STUDIO ELLIPSIS - FUNPLUS
Combat Game Designer
 

2026

  • Audited 3Cs and combat systems to identify high-impact, low-cost improvements. 

  • Led a major gameplay descoping exercise to ensure timely Closed Beta & Early Access delivery.

SCALAR

Owned core gameplay systems for a new action IP, spanning both high-level strategy and detailed design execution.

UNANNOUNCED ACTION IP

UBISOFT STOCKHOLM
3C Game Designer
 

2021-2026

  • Established 3C pillars and gameplay standards in collaboration with design leadership.

  • Architected core gameplay systems, such as full locomotion system.

  • Developed and iterated on gameplay prototypes using Snowdrop scripting tools.

HEARTLAND

Part of a specialized 3C strike team focused on improving gameplay systems for a PvEvP survival shooter.

THE DIVISION: HEARTLAND

UBISOFT REDSTORM (CO-DEV) 
3C Game Designer
 

2023

  • Audited 3C systems and identified high-impact design improvements ahead of Closed Beta milestone.

  • Iterated on many core gameplay features, including a
    full overhaul of the melee system.

  • Tuned gameplay feel through direct in-engine balancing, iteration, and bug fixing in Snowdrop.

CREST

Contributed to the foundational phase of a large-scale open world IP, with a focus on player control systems.

UNANNOUNCED OPEN-WORLD IP

UBISOFT REFLECTIONS (CO-DEV) 
3C Game Designer
 

2021

  • Designed and implemented PC-specific control systems and input conditions. 

  • Defined scalable input guidelines to ensure a consistent experience across multiple input devices.

  • Established gameplay control accessibility standards for the project.

TAJ

Owned and modernized the parkour gameplay experience while respecting the DNA of the original 2003 masterpiece.

POP: THE SANDS OF TIME

UBISOFT INDIA
3C, AI, and UX Designer
 

2019–2021

  • Designed and implemented player 3Cs, including locomotion, parkour, and level design ingredients.

  • Designed companion AI and non-humanoid enemy design.

  • Planned accessibility features aligned with Ubisoft standards.

STARLINK

Led a team of over 15 developers for the PC version, focusing on controls, UX, and platform-specific features.

STARLINK: BATTLE FOR ATLAS

UBISOFT TORONTO (CO-DEV) 
3C and UX Designer
 

2018–2019

  • Designed and implemented PC-specific control systems, cameras, ship physics, and gameplay features.

  • Defined platform-specific options across gameplay, controls, UI, audio, and graphics.

  • Translated console UX to mouse and keyboard for improved usability and responsiveness.

TRIALS

Owned PvP systems, live content, and core progression features for a midcore mobile racing game.

TRIALS: FRONTIER

UBISOFT INDIA
Junior Game Designer (Live Ops / PvP)
 

2018–2019

  • Designed and delivered recurring monthly PvP content.

  • Created PvP LTEs, seasonal events, and team activities.

  • Designed matchmaking to better support team-based play.

  • Balanced rewards to drive engagement and monetization.

  • Leveraged live analytics to inform design decisions and improve player retention.

BLITZ

Took ownership of live content and feature updates for a casual competitive match-3 title during its transition to a mid-core design model. 

BEJEWELED BLITZ

ELECTRONIC ARTS
Intern Game Designer (Live Ops)
 

2017

  • Designed and delivered daily, weekly, and monthly content.

  • Created LTEs and seasonal events to drive engagement.

  • Designed core gameplay mechanics (e.g. Boosters).

  • Continuously analysed community feedback and highly engaged player behaviour.

  • Implemented features directly in the proprietary engine. 

SELECTED

UNIVERSITY PROJECTS

THEGAME
LIFE
Galactic Rivals
Doom
Galactic Rivals
K2 : The Climb
Mystical
SANTA

TAGS                       
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM                  
TEAM MEMBERS     
DURATION

THE_GAME

RUBIKA
Lead Game Designer
 

2017–2018

Puzzle, Adventure
3D, Third Person
Singleplayer
Unreal Engine 4
PC

1 Year (Graduation)

PD 5000
Robo Wars
Kel'Thuzad's Wrath

PERSONAL PROJECTS

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