HIGHLIGHTED GaMES



A custom behaviour tree editor written in C# and built from scratch. It was used for bosses, allies and foes.




Another custom editor used for Unlocks system in Vestigial. The tool was written in C# and used to improve designer workflow.

Designer & Lead Tech
(Team 730, 2015)
Best 3D Visuals (Digipen Game Awards)
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PC, Unity Engine
Team Size : 4
Development Time : 8 months
Vestigial was an ambitious junior project taken on by a tiny team of 4. You and a friend would play a small ship to battle massive bosses.
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Designed multiple game systems
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Created controls and camera systems for seamless experience
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Designed an AI, Flight, Weapon systems as part of core gameplay
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Gameplay Programming
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Player controls, flight systems and weapon systems.
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Implemented a custom AI behaviour tree.
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Developed advanced editor tools
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AI node based editor
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Cinematic, Inventory management systems
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Enabled designers to create content
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Resulted in shortened development cycles
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- Designed multiple game segments
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"Ephemere" Boss design
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UI Panels (equipment, loot crate)
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Player Weapons, Enemy AI
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Click to view app

Producer & Lead Designer
(Crazy Bomb, 2015)
Winner of DBS Digital Game Jam 2015 - Jammer's Choice
Android & PC, Unity Engine
Team Size : 5
Development Time : 3 weeks
Mad Dash Fo' Cash was for a Game Jam. It was developed under a tight schedule of 3 days and eventually launched on the Google Play Store
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Led a team of 5
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Scrum every 12 hours
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Scoping and task review
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Led to tight and timely deliverable
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Designed gameplay
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Enforced intuitive mechanics
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Balanced and fine tuned gameplay
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Implemented gameplay behaviours
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Procedural difficulty & Terrain
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Performed optimization for mobile (60 fps)
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Integrated all outputs into a cohesive final product
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Product Launch Coodinator
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Self-launched the game on the google play store
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Integration with Google Play Games (Leaderboards & Achievements & Google Admob/Adsense)
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Game Designer & Level Designer
(FastTech, 2015)
PC, Unity Engine
Team Size : 2
Development Time : ~3 Weeks
Zoned is a simple but innovative physics puzzle game where players draw regions on the screen to influence the movement of a ball!
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Designed & iterated mechanics
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Zone drawing, ball interactions, physics etc
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Special zones
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Designed multiple levels
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Tutorials for each mechanic
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Fleshing out the different mechanics
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Rewarding experiences
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Game Designer & Lead Tech
(FastTech, 2014)
PC, Unity Engine
Team Size : 2
Development Time : ~12 Weeks
Interstellar Command is a 1v1 strategic turn based game. You get to customize your fleet and your ships and battle each other.
A unique feature of Interstellar command was its use of data in driving the game's design.
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Implemented Data Driven Design
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Game's design modeled in Excel
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Seamless XML integration with Unit
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Implemented Data Analysis Tools
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Data tracking
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Informed game balancing
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Designed & Implemented systems
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Hexagonal grid
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Multi-part ship / customization
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Producer & Lead Game Designer
(Rolling Bears, 2015)
Winner of Digipen Game Awards 2015 - Best Multiplayer
PC, Custom Engine
Team Size : 6
Development Time : ~30 Weeks
Y'Loth is a twin stick game. It is also a multiplayer dungeon crawler. Players work together to overcome the horrors in the ancient pyramid.
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Led a team of 6
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Led weekly scrum meetings
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Scheduled and assigned tasks
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Conducted reviews on tasks
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Designed the combat system
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4 class designs
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Enemy designs
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Designed and implemented several game segments
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Custom LUA scripts
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All boss sequences
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Several level elements
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HH
Lead Designer & Technical Director
(HH, 2015)
PC, Unity
Team Size : 5
Development Time : 3 Weeks
You are a postmaster! Your job is to ensure that all your postmen deliver the right parcels to the right homes at the right time.
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Led a group of 5 Designers
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Conducted level reviews
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Approved levels
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Designed multiple levels
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Tutorials through level design
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Challenging advanced levels
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Conducted playtesting
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Designed and implemented tools
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Simple and intuitive level design tools
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Resulted in fast iterations on levels and content
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Implemented all gameplay elements


Fight against an alien mothership!

Local competitive mode against up to 4 friends (Controller support included!)

Coop Mode with friends!

Beware environmental hazards!

Animated Tutorials in Loading

Throw sheep at your enemies!
Solo Developer
(2015)
PC, Zero Engine
Development Time : 12 Weeks
Auntie Abduction was a personal project made in a relatively short duration. It is a polished vertical slice.
Play as an alien trying to gain control of the auntie. Battle against your friends or ally with them against a mother ship.
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Design
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Documented game's design
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Built 4 levels for two different modes
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Conducted playtest sessions and reviews
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Iterated the gameplay based on feedback​
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Tech
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Coded all the systems
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Scripted gameplay behaviours
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Art
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Created the all visuals & animations for the game
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Enchanced the game with visual effects & sound
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Scripted a simple but comedic narrative through cutscenes
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